diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-01-21 02:40:42 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-03 14:20:26 +0300 |
commit | f9ea097a872290d20cd94504adb3172165cb770d (patch) | |
tree | 1560b65cd6b5077e8690b26bb4b2f2ff251ff358 /intern/cycles/render | |
parent | 37beac8eb823bd81b411426bfc8718639577b179 (diff) |
Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
Diffstat (limited to 'intern/cycles/render')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 107 | ||||
-rw-r--r-- | intern/cycles/render/nodes.h | 17 |
2 files changed, 122 insertions, 2 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 14c0dbab9f3..acfe07bf112 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -5650,7 +5650,14 @@ NODE_DEFINE(DisplacementNode) { NodeType* type = NodeType::add("displacement", create, NodeType::SHADER); + static NodeEnum space_enum; + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + SOCKET_IN_FLOAT(height, "Height", 0.0f); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); @@ -5667,20 +5674,116 @@ DisplacementNode::DisplacementNode() void DisplacementNode::compile(SVMCompiler& compiler) { ShaderInput *height_in = input("Height"); + ShaderInput *midlevel_in = input("Midlevel"); ShaderInput *scale_in = input("Scale"); ShaderInput *normal_in = input("Normal"); ShaderOutput *displacement_out = output("Displacement"); compiler.add_node(NODE_DISPLACEMENT, compiler.encode_uchar4(compiler.stack_assign(height_in), + compiler.stack_assign(midlevel_in), compiler.stack_assign(scale_in), - compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(displacement_out))); + compiler.stack_assign_if_linked(normal_in)), + compiler.stack_assign(displacement_out), + space); } void DisplacementNode::compile(OSLCompiler& compiler) { + compiler.parameter(this, "space"); compiler.add(this, "node_displacement"); } +/* Vector Displacement */ + +NODE_DEFINE(VectorDisplacementNode) +{ + NodeType* type = NodeType::add("vector_displacement", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + SOCKET_STRING(attribute, "Attribute", ustring("")); + + SOCKET_IN_COLOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_VECTOR(displacement, "Displacement"); + + return type; +} + +VectorDisplacementNode::VectorDisplacementNode() +: ShaderNode(node_type) +{ +} + +void VectorDisplacementNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if(shader->has_surface && space == NODE_NORMAL_MAP_TANGENT) { + if(attribute == ustring("")) { + attributes->add(ATTR_STD_UV_TANGENT); + attributes->add(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + + attributes->add(ATTR_STD_VERTEX_NORMAL); + } + + ShaderNode::attributes(shader, attributes); +} + +void VectorDisplacementNode::compile(SVMCompiler& compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *midlevel_in = input("Midlevel"); + ShaderInput *scale_in = input("Scale"); + ShaderOutput *displacement_out = output("Displacement"); + int attr = 0, attr_sign = 0; + + if(space == NODE_NORMAL_MAP_TANGENT) { + if(attribute == ustring("")) { + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attr_sign = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.add_node(NODE_VECTOR_DISPLACEMENT, + compiler.encode_uchar4(compiler.stack_assign(vector_in), + compiler.stack_assign(midlevel_in), + compiler.stack_assign(scale_in), + compiler.stack_assign(displacement_out)), + attr, attr_sign); + + compiler.add_node(space); +} + +void VectorDisplacementNode::compile(OSLCompiler& compiler) +{ + if(space == NODE_NORMAL_MAP_TANGENT) { + if(attribute == ustring("")) { + compiler.parameter("attr_name", ustring("geom:tangent")); + compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); + } + else { + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + compiler.parameter("attr_sign_name", ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.parameter(this, "space"); + compiler.add(this, "node_vector_displacement"); +} + CCL_NAMESPACE_END diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h index 578451cbcfa..a00b48ca5bc 100644 --- a/intern/cycles/render/nodes.h +++ b/intern/cycles/render/nodes.h @@ -1034,11 +1034,28 @@ public: return NODE_FEATURE_BUMP; } + NodeNormalMapSpace space; float height; + float midlevel; float scale; float3 normal; }; +class VectorDisplacementNode : public ShaderNode { +public: + SHADER_NODE_CLASS(VectorDisplacementNode) + void attributes(Shader *shader, AttributeRequestSet *attributes); + virtual int get_feature() { + return NODE_FEATURE_BUMP; + } + + NodeNormalMapSpace space; + ustring attribute; + float3 vector; + float midlevel; + float scale; +}; + CCL_NAMESPACE_END #endif /* __NODES_H__ */ |