diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
commit | 27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch) | |
tree | 8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /intern/cycles/kernel/svm/svm_tex_coord.h | |
parent | ccffb6811c9db614047e9dba0eb5e509609128dc (diff) |
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'intern/cycles/kernel/svm/svm_tex_coord.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_tex_coord.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h index 6bd8f2ac69c..2f73f7b9d40 100644 --- a/intern/cycles/kernel/svm/svm_tex_coord.h +++ b/intern/cycles/kernel/svm/svm_tex_coord.h @@ -225,5 +225,91 @@ __device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, floa #endif } +__device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) +{ + uint color_offset, normal_offset, space; + decode_node_uchar4(node.y, &color_offset, &normal_offset, &space, NULL); + + float3 color = stack_load_float3(stack, color_offset); + color = 2.0f*make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f); + + if(space == NODE_NORMAL_MAP_TANGENT) { + /* tangent space */ + if(sd->object == ~0) { + stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f)); + return; + } + + /* first try to get tangent attribute */ + int attr_offset = find_attribute(kg, sd, node.z); + int attr_sign_offset = find_attribute(kg, sd, node.w); + + if(attr_offset == ATTR_STD_NOT_FOUND || attr_offset == ATTR_STD_NOT_FOUND) { + stack_store_float3(stack, normal_offset, make_float3(0.0f, 0.0f, 0.0f)); + return; + } + + /* ensure orthogonal and normalized (interpolation breaks it) */ + float3 tangent = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, attr_offset, NULL, NULL); + float sign = triangle_attribute_float(kg, sd, ATTR_ELEMENT_CORNER, attr_sign_offset, NULL, NULL); + + object_normal_transform(kg, sd, &tangent); + tangent = cross(sd->N, normalize(cross(tangent, sd->N)));; + + float3 B = sign * cross(sd->N, tangent); + float3 N = color.x * tangent + color.y * B + color.z * sd->N; + + stack_store_float3(stack, normal_offset, normalize(N)); + } + else { + /* object, world space */ + float3 N = color; + + if(space == NODE_NORMAL_MAP_OBJECT) + object_normal_transform(kg, sd, &N); + + stack_store_float3(stack, normal_offset, normalize(N)); + } +} + +__device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) +{ + uint tangent_offset, direction_type, axis; + decode_node_uchar4(node.y, &tangent_offset, &direction_type, &axis, NULL); + + float3 tangent; + + if(direction_type == NODE_TANGENT_UVMAP) { + /* UV map */ + int attr_offset = find_attribute(kg, sd, node.z); + + if(attr_offset == ATTR_STD_NOT_FOUND) + tangent = make_float3(0.0f, 0.0f, 0.0f); + else + tangent = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, attr_offset, NULL, NULL); + } + else { + /* radial */ + int attr_offset = find_attribute(kg, sd, node.z); + float3 generated; + + if(attr_offset == ATTR_STD_NOT_FOUND) + generated = sd->P; + else + generated = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, attr_offset, NULL, NULL); + + if(axis == NODE_TANGENT_AXIS_X) + tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f)); + else if(axis == NODE_TANGENT_AXIS_Y) + tangent = make_float3(-(generated.z - 0.5f), 0.0f, (generated.x - 0.5f)); + else + tangent = make_float3(-(generated.y - 0.5f), (generated.x - 0.5f), 0.0f); + } + + object_normal_transform(kg, sd, &tangent); + tangent = cross(sd->N, normalize(cross(tangent, sd->N))); + stack_store_float3(stack, tangent_offset, tangent); +} + CCL_NAMESPACE_END |