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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-13 15:11:03 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-23 13:12:26 +0300
commit4a5ee1a5a2adc8032cf710357081d3a1e3fcad95 (patch)
treee6da17d7fa18f7008ea8bfb0dd3ef9cd475c1a2c /intern/cycles/kernel/svm/svm_displace.h
parent2838cf0dfe6c8b435cc54881bf548e2bbb0096ae (diff)
Cycles: add Displacement node.
This converts object space height to world space displacement, to be linked to the new vector displacement material output. Differential Revision: https://developer.blender.org/D3015
Diffstat (limited to 'intern/cycles/kernel/svm/svm_displace.h')
-rw-r--r--intern/cycles/kernel/svm/svm_displace.h27
1 files changed, 22 insertions, 5 deletions
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
index 656357be52d..1ac2c8fd52e 100644
--- a/intern/cycles/kernel/svm/svm_displace.h
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -22,8 +22,8 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
- uint normal_offset, distance_offset, invert, use_object_space;
- decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, &use_object_space);
+ uint normal_offset, scale_offset, invert, use_object_space;
+ decode_node_uchar4(node.y, &normal_offset, &scale_offset, &invert, &use_object_space);
float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
@@ -55,15 +55,15 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
float absdet = fabsf(det);
float strength = stack_load_float(stack, strength_offset);
- float distance = stack_load_float(stack, distance_offset);
+ float scale = stack_load_float(stack, scale_offset);
if(invert)
- distance *= -1.0f;
+ scale *= -1.0f;
strength = max(strength, 0.0f);
/* compute and output perturbed normal */
- float3 normal_out = safe_normalize(absdet*normal_in - distance*signf(det)*surfgrad);
+ float3 normal_out = safe_normalize(absdet*normal_in - scale*signf(det)*surfgrad);
if(is_zero(normal_out)) {
normal_out = normal_in;
}
@@ -95,5 +95,22 @@ ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, flo
sd->P += dP;
}
+ccl_device void svm_node_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ uint height_offset, scale_offset, normal_offset, displacement_offset;
+ decode_node_uchar4(node.y, &height_offset, &scale_offset, &normal_offset, &displacement_offset);
+
+ float height = stack_load_float(stack, height_offset);
+ float scale = stack_load_float(stack, scale_offset);
+ float3 normal = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
+
+ float3 dP = normal;
+ object_inverse_normal_transform(kg, sd, &dP);
+ dP *= height * scale;
+ object_dir_transform(kg, sd, &dP);
+
+ stack_store_float3(stack, displacement_offset, dP);
+}
+
CCL_NAMESPACE_END