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authorDalai Felinto <dfelinto@gmail.com>2011-12-16 22:15:07 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-12-16 22:15:07 +0400
commit3c8ab559a5bd31fd38e9c5cf9da8505ca28f4887 (patch)
treea80f77388aca49eb8a47af0556b1dacdce26914d /intern/cycles/kernel/svm/svm_normal.h
parentce8f64d9f92e81629facea34b7f9e18e1f6b3d0c (diff)
Normal Node - Cycles
reviewed by Brecht, with help from Lukas. Note: dot is reversed compared to Blender. In Blender Normals point outside, while in Cycles they point inside. If you use your own custom vector with the Normal Node you will see a difference. If you feed it with object normals it should work just as good.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_normal.h')
-rw-r--r--intern/cycles/kernel/svm/svm_normal.h41
1 files changed, 41 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_normal.h b/intern/cycles/kernel/svm/svm_normal.h
new file mode 100644
index 00000000000..0b3f63b6d7e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_normal.h
@@ -0,0 +1,41 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device void svm_node_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_normal_offset, uint out_normal_offset, uint out_dot_offset, int *offset)
+{
+ /* read extra data */
+ uint4 node1 = read_node(kg, offset);
+ float3 normal = stack_load_float3(stack, in_normal_offset);
+
+ float3 direction;
+ direction.x = node1.x;
+ direction.y = node1.y;
+ direction.z = node1.z;
+ direction = normalize(direction);
+
+ if (stack_valid(out_normal_offset))
+ stack_store_float3(stack, out_normal_offset, direction);
+
+ if (stack_valid(out_dot_offset))
+ stack_store_float(stack, out_dot_offset, dot(direction, normalize(normal)));
+}
+
+CCL_NAMESPACE_END
+