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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-10 19:56:43 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-10-10 19:56:43 +0400
commitfe09b24e86e340e733f91c8ed9fcc7b8519157f4 (patch)
treedfe21334e003d8e73ea993d5fcac54c19facd987 /intern/cycles/render/graph.cpp
parente9a61cd29db61513dedeb4d656e7dadff7439b1a (diff)
Cycles: per-BSDF normal input and new Bump node.
Each BSDF node now has a Normal input, which can be used to set a custom normal for the BSDF, for example if you want to have only bump on one of the layers in a multilayer material. The Bump node can be used to generate a normal from a scalar value, the same as what happens when you connect a scalar value to the displacement output. Documentation has been updated with the latest changes: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes Patch by Agustin Benavidez, some implementation tweaks by me.
Diffstat (limited to 'intern/cycles/render/graph.cpp')
-rw-r--r--intern/cycles/render/graph.cpp78
1 files changed, 75 insertions, 3 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index c13102e9567..c1c976dc193 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -229,6 +229,8 @@ void ShaderGraph::finalize(bool do_bump, bool do_osl)
if(!finalized) {
clean();
default_inputs(do_osl);
+ refine_bump_nodes();
+
if(do_bump)
bump_from_displacement();
@@ -484,6 +486,61 @@ void ShaderGraph::default_inputs(bool do_osl)
add(texco);
}
+void ShaderGraph::refine_bump_nodes()
+{
+ /* we transverse the node graph looking for bump nodes, when we find them,
+ * like in bump_from_displacement(), we copy the sub-graph defined from "bump"
+ * input to the inputs "center","dx" and "dy" What is in "bump" input is moved
+ * to "center" input. */
+
+ foreach(ShaderNode *node, nodes) {
+ if(node->name == ustring("bump") && node->input("Height")->link) {
+ ShaderInput *bump_input = node->input("Height");
+ set<ShaderNode*> nodes_bump;
+
+ /* make 2 extra copies of the subgraph defined in Bump input */
+ map<ShaderNode*, ShaderNode*> nodes_dx;
+ map<ShaderNode*, ShaderNode*> nodes_dy;
+
+ /* find dependencies for the given input */
+ find_dependencies(nodes_bump, bump_input );
+
+ copy_nodes(nodes_bump, nodes_dx);
+ copy_nodes(nodes_bump, nodes_dy);
+
+ /* mark nodes to indicate they are use for bump computation, so
+ that any texture coordinates are shifted by dx/dy when sampling */
+ foreach(ShaderNode *node, nodes_bump)
+ node->bump = SHADER_BUMP_CENTER;
+ foreach(NodePair& pair, nodes_dx)
+ pair.second->bump = SHADER_BUMP_DX;
+ foreach(NodePair& pair, nodes_dy)
+ pair.second->bump = SHADER_BUMP_DY;
+
+ ShaderOutput *out = bump_input->link;
+ ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name);
+ ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name);
+
+ connect(out_dx, node->input("SampleX"));
+ connect(out_dy, node->input("SampleY"));
+
+ /* add generated nodes */
+ foreach(NodePair& pair, nodes_dx)
+ add(pair.second);
+ foreach(NodePair& pair, nodes_dy)
+ add(pair.second);
+
+ /* connect what is conected is bump to samplecenter input*/
+ connect(out , node->input("SampleCenter"));
+
+ /* bump input is just for connectivity purpose for the graph input,
+ * we reconected this input to samplecenter, so lets disconnect it
+ * from bump input */
+ disconnect(bump_input);
+ }
+ }
+}
+
void ShaderGraph::bump_from_displacement()
{
/* generate bump mapping automatically from displacement. bump mapping is
@@ -497,7 +554,7 @@ void ShaderGraph::bump_from_displacement()
* different shifted coordinates.
*
* these 3 displacement values are then fed into the bump node, which will
- * modify the normal. */
+ * output the the perturbed normal. */
ShaderInput *displacement_in = output()->input("Displacement");
@@ -526,6 +583,12 @@ void ShaderGraph::bump_from_displacement()
foreach(NodePair& pair, nodes_dy)
pair.second->bump = SHADER_BUMP_DY;
+ /* add set normal node and connect the bump normal ouput to the set normal
+ * output, so it can finally set the shader normal, note we are only doing
+ * this for bump from displacement, this will be the only bump allowed to
+ * overwrite the shader normal */
+ ShaderNode *set_normal = add(new SetNormalNode());
+
/* add bump node and connect copied graphs to it */
ShaderNode *bump = add(new BumpNode());
@@ -537,6 +600,9 @@ void ShaderGraph::bump_from_displacement()
connect(out_center, bump->input("SampleCenter"));
connect(out_dx, bump->input("SampleX"));
connect(out_dy, bump->input("SampleY"));
+
+ /* connect the bump out to the set normal in: */
+ connect(bump->output("Normal"), set_normal->input("Direction"));
/* connect bump output to normal input nodes that aren't set yet. actually
* this will only set the normal input to the geometry node that we created
@@ -544,8 +610,14 @@ void ShaderGraph::bump_from_displacement()
foreach(ShaderNode *node, nodes)
foreach(ShaderInput *input, node->inputs)
if(!input->link && input->default_value == ShaderInput::NORMAL)
- connect(bump->output("Normal"), input);
-
+ connect(set_normal->output("Normal"), input);
+
+ /* for displacement bump, clear the normal input in case the above loop
+ * connected the setnormal out to the bump normalin */
+ ShaderInput *bump_normal_in = bump->input("NormalIn");
+ if(bump_normal_in)
+ bump_normal_in->link = NULL;
+
/* finally, add the copied nodes to the graph. we can't do this earlier
* because we would create dependency cycles in the above loop */
foreach(NodePair& pair, nodes_center)