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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
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')
-rw-r--r--intern/cycles/blender/blender_shader.cpp4
-rw-r--r--intern/cycles/kernel/kernel_types.h1
-rw-r--r--intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h4
-rw-r--r--intern/cycles/kernel/svm/bsdf_diffuse.h8
-rw-r--r--intern/cycles/kernel/svm/bsdf_microfacet.h12
-rw-r--r--intern/cycles/kernel/svm/bsdf_oren_nayar.h12
-rw-r--r--intern/cycles/kernel/svm/bsdf_reflection.h2
-rw-r--r--intern/cycles/kernel/svm/bsdf_refraction.h2
-rw-r--r--intern/cycles/kernel/svm/bsdf_ward.h4
-rw-r--r--intern/cycles/kernel/svm/bsdf_westin.h8
-rw-r--r--intern/cycles/kernel/svm/svm.h9
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h34
-rw-r--r--intern/cycles/kernel/svm/svm_displace.h26
-rw-r--r--intern/cycles/kernel/svm/svm_types.h1
-rw-r--r--intern/cycles/render/graph.cpp78
-rw-r--r--intern/cycles/render/graph.h1
-rw-r--r--intern/cycles/render/nodes.cpp58
-rw-r--r--intern/cycles/render/nodes.h5
18 files changed, 224 insertions, 45 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 56548613647..98ac8692f36 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -402,6 +402,10 @@ static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph
node = new ParticleInfoNode();
break;
}
+ case BL::ShaderNode::type_BUMP: {
+ node = new BumpNode();
+ break;
+ }
case BL::ShaderNode::type_TEX_IMAGE: {
BL::ShaderNodeTexImage b_image_node(b_node);
BL::Image b_image(b_image_node.image());
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index ae9b0ac6d99..be49aa54e47 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -370,6 +370,7 @@ typedef struct ShaderClosure {
#endif
float data0;
float data1;
+ float3 N;
} ShaderClosure;
diff --git a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
index 40249dbe9c6..785fc038e9e 100644
--- a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
+++ b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
@@ -58,7 +58,7 @@ __device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness)
__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float m_invsigma2 = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float cosNO = dot(m_N, I);
float cosNI = dot(m_N, omega_in);
@@ -106,7 +106,7 @@ __device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const ShaderCl
__device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_invsigma2 = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// we are viewing the surface from above - send a ray out with uniform
// distribution over the hemisphere
diff --git a/intern/cycles/kernel/svm/bsdf_diffuse.h b/intern/cycles/kernel/svm/bsdf_diffuse.h
index edf8dd93341..6a67c184854 100644
--- a/intern/cycles/kernel/svm/bsdf_diffuse.h
+++ b/intern/cycles/kernel/svm/bsdf_diffuse.h
@@ -53,7 +53,7 @@ __device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness)
__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
*pdf = cos_pi;
@@ -72,7 +72,7 @@ __device float bsdf_diffuse_albedo(const ShaderData *sd, const ShaderClosure *sc
__device int bsdf_diffuse_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// distribution over the hemisphere
sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
@@ -116,7 +116,7 @@ __device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const Shader
__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
*pdf = cos_pi;
@@ -130,7 +130,7 @@ __device float bsdf_translucent_albedo(const ShaderData *sd, const ShaderClosure
__device int bsdf_translucent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
diff --git a/intern/cycles/kernel/svm/bsdf_microfacet.h b/intern/cycles/kernel/svm/bsdf_microfacet.h
index d8f0310bd02..60f8e23818c 100644
--- a/intern/cycles/kernel/svm/bsdf_microfacet.h
+++ b/intern/cycles/kernel/svm/bsdf_microfacet.h
@@ -76,7 +76,7 @@ __device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderData *sd, const Sha
float m_ag = sc->data0;
//float m_eta = sc->data1;
int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
if(m_refractive) return make_float3 (0, 0, 0);
float cosNO = dot(m_N, I);
@@ -113,7 +113,7 @@ __device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderData *sd, const Sh
float m_ag = sc->data0;
float m_eta = sc->data1;
int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
if(!m_refractive) return make_float3 (0, 0, 0);
float cosNO = dot(m_N, I);
@@ -154,7 +154,7 @@ __device int bsdf_microfacet_ggx_sample(const ShaderData *sd, const ShaderClosur
float m_ag = sc->data0;
float m_eta = sc->data1;
int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {
@@ -302,7 +302,7 @@ __device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderData *sd, cons
float m_ab = sc->data0;
//float m_eta = sc->data1;
int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
if(m_refractive) return make_float3 (0, 0, 0);
float cosNO = dot(m_N, I);
@@ -341,7 +341,7 @@ __device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderData *sd, con
float m_ab = sc->data0;
float m_eta = sc->data1;
int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
if(!m_refractive) return make_float3 (0, 0, 0);
float cosNO = dot(m_N, I);
@@ -384,7 +384,7 @@ __device int bsdf_microfacet_beckmann_sample(const ShaderData *sd, const ShaderC
float m_ab = sc->data0;
float m_eta = sc->data1;
int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {
diff --git a/intern/cycles/kernel/svm/bsdf_oren_nayar.h b/intern/cycles/kernel/svm/bsdf_oren_nayar.h
index a7edccdc423..04fbb091fb4 100644
--- a/intern/cycles/kernel/svm/bsdf_oren_nayar.h
+++ b/intern/cycles/kernel/svm/bsdf_oren_nayar.h
@@ -57,9 +57,9 @@ __device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness)
__device float3 bsdf_oren_nayar_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
- if (dot(sd->N, omega_in) > 0.0f) {
+ if (dot(sc->N, omega_in) > 0.0f) {
*pdf = 0.5f * M_1_PI_F;
- return bsdf_oren_nayar_get_intensity(sc, sd->N, I, omega_in);
+ return bsdf_oren_nayar_get_intensity(sc, sc->N, I, omega_in);
}
else {
*pdf = 0.0f;
@@ -79,15 +79,15 @@ __device float bsdf_oren_nayar_albedo(const ShaderData *sd, const ShaderClosure
__device int bsdf_oren_nayar_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
- sample_uniform_hemisphere(sd->N, randu, randv, omega_in, pdf);
+ sample_uniform_hemisphere(sc->N, randu, randv, omega_in, pdf);
if (dot(sd->Ng, *omega_in) > 0.0f) {
- *eval = bsdf_oren_nayar_get_intensity(sc, sd->N, sd->I, *omega_in);
+ *eval = bsdf_oren_nayar_get_intensity(sc, sc->N, sd->I, *omega_in);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the bounce
- *domega_in_dx = (2.0f * dot(sd->N, sd->dI.dx)) * sd->N - sd->dI.dx;
- *domega_in_dy = (2.0f * dot(sd->N, sd->dI.dy)) * sd->N - sd->dI.dy;
+ *domega_in_dx = (2.0f * dot(sc->N, sd->dI.dx)) * sc->N - sd->dI.dx;
+ *domega_in_dy = (2.0f * dot(sc->N, sd->dI.dy)) * sc->N - sd->dI.dy;
*domega_in_dx *= 125.0f;
*domega_in_dy *= 125.0f;
#endif
diff --git a/intern/cycles/kernel/svm/bsdf_reflection.h b/intern/cycles/kernel/svm/bsdf_reflection.h
index 09b4e0e48f0..7ce38050a9a 100644
--- a/intern/cycles/kernel/svm/bsdf_reflection.h
+++ b/intern/cycles/kernel/svm/bsdf_reflection.h
@@ -69,7 +69,7 @@ __device float bsdf_reflection_albedo(const ShaderData *sd, const ShaderClosure
__device int bsdf_reflection_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
//const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// only one direction is possible
float cosNO = dot(m_N, sd->I);
diff --git a/intern/cycles/kernel/svm/bsdf_refraction.h b/intern/cycles/kernel/svm/bsdf_refraction.h
index c9c268999c0..7579a4c6276 100644
--- a/intern/cycles/kernel/svm/bsdf_refraction.h
+++ b/intern/cycles/kernel/svm/bsdf_refraction.h
@@ -71,7 +71,7 @@ __device float bsdf_refraction_albedo(const ShaderData *sd, const ShaderClosure
__device int bsdf_refraction_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_eta = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float3 R, T;
#ifdef __RAY_DIFFERENTIALS__
diff --git a/intern/cycles/kernel/svm/bsdf_ward.h b/intern/cycles/kernel/svm/bsdf_ward.h
index 56b8ad72c89..3c08a3d54d3 100644
--- a/intern/cycles/kernel/svm/bsdf_ward.h
+++ b/intern/cycles/kernel/svm/bsdf_ward.h
@@ -66,7 +66,7 @@ __device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const ShaderClosure
{
float m_ax = sc->data0;
float m_ay = sc->data1;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float3 m_T = sd->T;
float cosNO = dot(m_N, I);
@@ -108,7 +108,7 @@ __device int bsdf_ward_sample(const ShaderData *sd, const ShaderClosure *sc, flo
{
float m_ax = sc->data0;
float m_ay = sc->data1;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float3 m_T = sd->T;
float cosNO = dot(m_N, sd->I);
diff --git a/intern/cycles/kernel/svm/bsdf_westin.h b/intern/cycles/kernel/svm/bsdf_westin.h
index 3e7c27f44a4..75f935e3267 100644
--- a/intern/cycles/kernel/svm/bsdf_westin.h
+++ b/intern/cycles/kernel/svm/bsdf_westin.h
@@ -62,7 +62,7 @@ __device void bsdf_westin_backscatter_blur(ShaderClosure *sc, float roughness)
__device float3 bsdf_westin_backscatter_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float m_invroughness = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// pdf is implicitly 0 (no indirect sampling)
float cosNO = dot(m_N, I);
@@ -89,7 +89,7 @@ __device float bsdf_westin_backscatter_albedo(const ShaderData *sd, const Shader
__device int bsdf_westin_backscatter_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_invroughness = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {
@@ -151,7 +151,7 @@ __device void bsdf_westin_sheen_blur(ShaderClosure *sc, float roughness)
__device float3 bsdf_westin_sheen_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float m_edginess = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// pdf is implicitly 0 (no indirect sampling)
float cosNO = dot(m_N, I);
@@ -178,7 +178,7 @@ __device float bsdf_westin_sheen_albedo(const ShaderData *sd, const ShaderClosur
__device int bsdf_westin_sheen_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_edginess = sc->data0;
- float3 m_N = sd->N;
+ float3 m_N = sc->N;
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index e5167a4f670..5e22edc4696 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -185,7 +185,7 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
break;
}
case NODE_CLOSURE_BSDF:
- svm_node_closure_bsdf(kg, sd, stack, node, randb, path_flag);
+ svm_node_closure_bsdf(kg, sd, stack, node, randb, path_flag, &offset);
break;
case NODE_CLOSURE_EMISSION:
svm_node_closure_emission(sd, stack, node);
@@ -342,7 +342,7 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
svm_node_set_displacement(sd, stack, node.y);
break;
case NODE_SET_BUMP:
- svm_node_set_bump(sd, stack, node.y, node.z, node.w);
+ svm_node_set_bump(kg, sd, stack, node);
break;
case NODE_MATH:
svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset);
@@ -370,6 +370,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_TEX_COORD_BUMP_DY:
svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z);
break;
+ case NODE_CLOSURE_SET_NORMAL:
+ svm_node_set_normal(kg, sd, stack, node.y, node.z );
+ break;
#endif
case NODE_EMISSION_SET_WEIGHT_TOTAL:
svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
@@ -384,7 +387,7 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_LIGHT_FALLOFF:
svm_node_light_falloff(sd, stack, node);
break;
-#endif
+#endif
case NODE_END:
default:
#ifndef __MULTI_CLOSURE__
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index c942d50908c..6a0e6915e99 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -57,7 +57,7 @@ __device_inline void svm_node_closure_set_mix_weight(ShaderClosure *sc, float mi
#endif
}
-__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag)
+__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
{
uint type, param1_offset, param2_offset;
@@ -66,11 +66,19 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
+ /* note we read this extra node before weight check, so offset is added */
+ uint4 data_node = read_node(kg, offset);
+
if(mix_weight == 0.0f)
return;
+
+ float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
#else
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, NULL);
float mix_weight = 1.0f;
+
+ uint4 data_node = read_node(kg, offset);
+ float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
#endif
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z);
@@ -79,6 +87,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
switch(type) {
case CLOSURE_BSDF_DIFFUSE_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
svm_node_closure_set_mix_weight(sc, mix_weight);
float roughness = param1;
@@ -90,12 +99,14 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
}
case CLOSURE_BSDF_TRANSLUCENT_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
svm_node_closure_set_mix_weight(sc, mix_weight);
bsdf_translucent_setup(sd, sc);
break;
}
case CLOSURE_BSDF_TRANSPARENT_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
svm_node_closure_set_mix_weight(sc, mix_weight);
bsdf_transparent_setup(sd, sc);
break;
@@ -108,6 +119,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
break;
#endif
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
svm_node_closure_set_mix_weight(sc, mix_weight);
float roughness = param1;
@@ -134,13 +146,14 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
/* fresnel */
- float cosNO = dot(sd->N, sd->I);
+ float cosNO = dot(N, sd->I);
float fresnel = fresnel_dielectric_cos(cosNO, eta);
float roughness = param1;
#ifdef __MULTI_CLOSURE__
/* reflection */
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
float3 weight = sc->weight;
float sample_weight = sc->sample_weight;
@@ -150,6 +163,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
/* refraction */
sc = svm_node_closure_get(sd);
+ sc->N = N;
sc->weight = weight;
sc->sample_weight = sample_weight;
@@ -158,6 +172,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
svm_node_glossy_setup(sd, sc, type, eta, roughness, true);
#else
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
bool refract = (randb > fresnel);
@@ -174,17 +189,19 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
break;
#endif
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
svm_node_closure_set_mix_weight(sc, mix_weight);
float roughness_u = param1;
float roughness_v = param2;
- bsdf_ward_setup(sd, sc, normalize(sd->T), roughness_u, roughness_v);
+ bsdf_ward_setup(sd, sc, sd->T, roughness_u, roughness_v);
break;
}
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->N = N;
svm_node_closure_set_mix_weight(sc, mix_weight);
/* sigma */
@@ -425,6 +442,8 @@ __device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
#endif
}
+/* Tangent */
+
#ifdef __DPDU__
__device_inline void svm_node_closure_store_tangent(ShaderData *sd, float3 tangent)
{
@@ -444,5 +463,14 @@ __device void svm_node_closure_tangent(ShaderData *sd, float *stack, uint tangen
}
#endif
+/* (Bump) normal */
+
+__device void svm_node_set_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal)
+{
+ float3 normal = stack_load_float3(stack, in_direction);
+ sd->N = normal;
+ stack_store_float3(stack, out_normal, normal);
+}
+
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
index b1677f67eca..92f23990ad1 100644
--- a/intern/cycles/kernel/svm/svm_displace.h
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -20,23 +20,35 @@ CCL_NAMESPACE_BEGIN
/* Bump Node */
-__device void svm_node_set_bump(ShaderData *sd, float *stack, uint c_offset, uint x_offset, uint y_offset)
+__device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
#ifdef __RAY_DIFFERENTIALS__
+ /* get normal input */
+ float3 normal_in = stack_valid(node.y)? stack_load_float3(stack, node.y): sd->N;
+
+ /* get surface tangents from normal */
+ float3 Rx = cross(sd->dP.dy, normal_in);
+ float3 Ry = cross(normal_in, sd->dP.dx);
+
+ /* get bump values */
+ uint c_offset, x_offset, y_offset, intensity_offset;
+ decode_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &intensity_offset);
+
float h_c = stack_load_float(stack, c_offset);
float h_x = stack_load_float(stack, x_offset);
float h_y = stack_load_float(stack, y_offset);
- float3 Rx = cross(sd->dP.dy, sd->N);
- float3 Ry = cross(sd->N, sd->dP.dx);
-
+ /* compute surface gradient and determinant */
float det = dot(sd->dP.dx, Rx);
float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry;
+ float intensity = stack_load_float(stack, intensity_offset);
- surfgrad *= 0.1f; /* todo: remove this factor */
-
+ surfgrad *= intensity;
float absdet = fabsf(det);
- sd->N = normalize(absdet*sd->N - signf(det)*surfgrad);
+
+ /* compute and output perturbed normal */
+ float3 outN = normalize(absdet*normal_in - signf(det)*surfgrad);
+ stack_store_float3(stack, node.w, outN);
#endif
}
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index 22afa304432..327d9cfa014 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -95,6 +95,7 @@ typedef enum NodeType {
NODE_TEX_BRICK,
NODE_CLOSURE_SET_TANGENT,
NODE_CLOSURE_TANGENT,
+ NODE_CLOSURE_SET_NORMAL,
} NodeType;
typedef enum NodeAttributeType {
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)
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index d485ed02150..acafe1d5278 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -235,6 +235,7 @@ protected:
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
void clean();
void bump_from_displacement();
+ void refine_bump_nodes();
void default_inputs(bool do_osl);
};
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index da31a528310..b4ef93a4ff8 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1175,7 +1175,7 @@ BsdfNode::BsdfNode()
closure = ccl::CLOSURE_BSDF_DIFFUSE_ID;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
- add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL, true);
+ add_input("Normal", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
add_output("BSDF", SHADER_SOCKET_CLOSURE);
}
@@ -1183,6 +1183,7 @@ BsdfNode::BsdfNode()
void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2)
{
ShaderInput *color_in = input("Color");
+ ShaderInput *normal_in = input("Normal");
if(color_in->link) {
compiler.stack_assign(color_in);
@@ -1203,6 +1204,10 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *
compiler.closure_mix_weight_offset()),
__float_as_int((param1)? param1->value.x: 0.0f),
__float_as_int((param2)? param2->value.x: 0.0f));
+
+ if(normal_in->link)
+ compiler.stack_assign(normal_in);
+ compiler.add_node(NODE_CLOSURE_BSDF, normal_in->stack_offset);
}
void BsdfNode::compile(SVMCompiler& compiler)
@@ -2215,7 +2220,7 @@ static ShaderEnum mix_type_init()
enm.insert("Burn", NODE_MIX_BURN);
enm.insert("Hue", NODE_MIX_HUE);
enm.insert("Saturation", NODE_MIX_SAT);
- enm.insert("Value", NODE_MIX_VAL );
+ enm.insert("Value", NODE_MIX_VAL);
enm.insert("Color", NODE_MIX_COLOR);
enm.insert("Soft Light", NODE_MIX_SOFT);
enm.insert("Linear Light", NODE_MIX_LINEAR);
@@ -2586,6 +2591,7 @@ OutputNode::OutputNode()
add_input("Surface", SHADER_SOCKET_CLOSURE);
add_input("Volume", SHADER_SOCKET_CLOSURE);
add_input("Displacement", SHADER_SOCKET_FLOAT);
+ add_input("Normal", SHADER_SOCKET_NORMAL);
}
void OutputNode::compile(SVMCompiler& compiler)
@@ -2733,9 +2739,15 @@ void VectorMathNode::compile(OSLCompiler& compiler)
BumpNode::BumpNode()
: ShaderNode("bump")
{
+ /* this input is used by the user, but after graph transform it is no longer
+ * used and moved to sampler center/x/y instead */
+ add_input("Height", SHADER_SOCKET_NORMAL);
+
add_input("SampleCenter", SHADER_SOCKET_FLOAT);
add_input("SampleX", SHADER_SOCKET_FLOAT);
add_input("SampleY", SHADER_SOCKET_FLOAT);
+ add_input("NormalIn", SHADER_SOCKET_NORMAL, ShaderInput::NORMAL);
+ add_input("Strength", SHADER_SOCKET_FLOAT, 0.1f);
add_output("Normal", SHADER_SOCKET_NORMAL);
}
@@ -2745,12 +2757,25 @@ void BumpNode::compile(SVMCompiler& compiler)
ShaderInput *center_in = input("SampleCenter");
ShaderInput *dx_in = input("SampleX");
ShaderInput *dy_in = input("SampleY");
+ ShaderInput *normal_in = input("NormalIn");
+ ShaderInput *intensity_in = input("Strength");
+ ShaderOutput *normal_out = output("Normal");
compiler.stack_assign(center_in);
compiler.stack_assign(dx_in);
compiler.stack_assign(dy_in);
+ compiler.stack_assign(intensity_in);
+ compiler.stack_assign(normal_out);
- compiler.add_node(NODE_SET_BUMP, center_in->stack_offset, dx_in->stack_offset, dy_in->stack_offset);
+ if(normal_in->link)
+ compiler.stack_assign(normal_in);
+
+ /* pack all parameters in the node */
+ compiler.add_node(NODE_SET_BUMP,
+ normal_in->stack_offset,
+ compiler.encode_uchar4(center_in->stack_offset, dx_in->stack_offset,
+ dy_in->stack_offset, intensity_in->stack_offset),
+ normal_out->stack_offset);
}
void BumpNode::compile(OSLCompiler& compiler)
@@ -2819,17 +2844,44 @@ void RGBRampNode::compile(OSLCompiler& compiler)
/* NB: cycles float3 type is actually 4 floats! need to use an explicit array */
float ramp_color[RAMP_TABLE_SIZE][3];
float ramp_alpha[RAMP_TABLE_SIZE];
+
for (int i = 0; i < RAMP_TABLE_SIZE; ++i) {
ramp_color[i][0] = ramp[i].x;
ramp_color[i][1] = ramp[i].y;
ramp_color[i][2] = ramp[i].z;
ramp_alpha[i] = ramp[i].w;
}
+
compiler.parameter_color_array("ramp_color", ramp_color, RAMP_TABLE_SIZE);
compiler.parameter_array("ramp_alpha", ramp_alpha, RAMP_TABLE_SIZE);
compiler.add(this, "node_rgb_ramp");
}
+/* Set Normal Node */
+
+SetNormalNode::SetNormalNode()
+: ShaderNode("set_normal")
+{
+ add_input("Direction", SHADER_SOCKET_VECTOR);
+ add_output("Normal", SHADER_SOCKET_NORMAL);
+}
+
+void SetNormalNode::compile(SVMCompiler& compiler)
+{
+ ShaderInput *direction_in = input("Direction");
+ ShaderOutput *normal_out = output("Normal");
+
+ compiler.stack_assign(direction_in);
+ compiler.stack_assign(normal_out);
+
+ compiler.add_node(NODE_CLOSURE_SET_NORMAL, direction_in->stack_offset, normal_out->stack_offset);
+}
+
+void SetNormalNode::compile(OSLCompiler& compiler)
+{
+ compiler.add(this, "set_normal");
+}
+
CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 6e5d7be0091..fbc61e12fd4 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -440,6 +440,11 @@ public:
float4 ramp[RAMP_TABLE_SIZE];
};
+class SetNormalNode : public ShaderNode {
+public:
+ SHADER_NODE_CLASS(SetNormalNode)
+};
+
CCL_NAMESPACE_END
#endif /* __NODES_H__ */