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-rw-r--r--intern/cycles/blender/addon/version_update.py44
-rw-r--r--intern/cycles/blender/blender_shader.cpp3
-rw-r--r--intern/cycles/device/device_memory.h5
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/shaders/node_displacement.osl29
-rw-r--r--intern/cycles/kernel/shaders/node_output_displacement.osl6
-rw-r--r--intern/cycles/kernel/split/kernel_next_iteration_setup.h3
-rw-r--r--intern/cycles/kernel/svm/svm.h3
-rw-r--r--intern/cycles/kernel/svm/svm_displace.h29
-rw-r--r--intern/cycles/kernel/svm/svm_types.h1
-rw-r--r--intern/cycles/render/graph.cpp31
-rw-r--r--intern/cycles/render/nodes.cpp41
-rw-r--r--intern/cycles/render/nodes.h14
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
-rw-r--r--source/blender/blenkernel/BKE_blender_version.h2
-rw-r--r--source/blender/blenkernel/BKE_node.h1
-rw-r--r--source/blender/blenkernel/intern/node.c1
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl7
-rw-r--r--source/blender/nodes/CMakeLists.txt1
-rw-r--r--source/blender/nodes/NOD_shader.h1
-rw-r--r--source/blender/nodes/NOD_static_types.h1
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c15
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_displacement.c65
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_output_material.c2
24 files changed, 279 insertions, 28 deletions
diff --git a/intern/cycles/blender/addon/version_update.py b/intern/cycles/blender/addon/version_update.py
index efd794461d6..2075bdba8c5 100644
--- a/intern/cycles/blender/addon/version_update.py
+++ b/intern/cycles/blender/addon/version_update.py
@@ -89,6 +89,47 @@ def foreach_cycles_node(callback):
traversed)
+def displacement_node_insert(material, nodetree, traversed):
+ if nodetree in traversed:
+ return
+ traversed.add(nodetree)
+
+ for node in nodetree.nodes:
+ if node.bl_idname == 'ShaderNodeGroup':
+ displacement_node_insert(material, node.node_tree, traversed)
+
+ # Gather links to replace
+ displacement_links = []
+ for link in nodetree.links:
+ if link.to_node.bl_idname == 'ShaderNodeOutputMaterial' and \
+ link.from_node.bl_idname != 'ShaderNodeDisplacement' and \
+ link.to_socket.identifier == 'Displacement':
+ displacement_links.append(link)
+
+ # Replace links with displacement node
+ for link in displacement_links:
+ from_node = link.from_node
+ from_socket = link.from_socket
+ to_node = link.to_node
+ to_socket = link.to_socket
+
+ nodetree.links.remove(link)
+
+ node = nodetree.nodes.new(type='ShaderNodeDisplacement')
+ node.location[0] = 0.5 * (from_node.location[0] + to_node.location[0]);
+ node.location[1] = 0.5 * (from_node.location[1] + to_node.location[1]);
+ node.inputs['Scale'].default_value = 0.1
+
+ nodetree.links.new(from_socket, node.inputs['Height'])
+ nodetree.links.new(node.outputs['Displacement'], to_socket)
+
+def displacement_nodes_insert():
+ traversed = set()
+ for material in bpy.data.materials:
+ if check_is_new_shading_material(material):
+ displacement_node_insert(material, material.node_tree, traversed)
+
+
def mapping_node_order_flip(node):
"""
Flip euler order of mapping shader node
@@ -315,3 +356,6 @@ def do_versions(self):
cscene.blur_glossy = 0.0
if not cscene.is_property_set("sample_clamp_indirect"):
cscene.sample_clamp_indirect = 0.0
+
+ if bpy.data.version <= (2, 80, 3):
+ displacement_nodes_insert()
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 29ed4b4a772..8b8242ab7da 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -866,6 +866,9 @@ static ShaderNode *add_node(Scene *scene,
bevel->samples = b_bevel_node.samples();
node = bevel;
}
+ else if(b_node.is_a(&RNA_ShaderNodeDisplacement)) {
+ node = new DisplacementNode();
+ }
if(node) {
node->name = b_node.name();
diff --git a/intern/cycles/device/device_memory.h b/intern/cycles/device/device_memory.h
index 796c898bc8d..0f2015ee27c 100644
--- a/intern/cycles/device/device_memory.h
+++ b/intern/cycles/device/device_memory.h
@@ -434,7 +434,10 @@ public:
void alloc_to_device(size_t width, size_t height, size_t depth = 0)
{
device_vector<T>::alloc(width, height, depth);
- device_memory::device_alloc();
+
+ if(!device_memory::device_pointer) {
+ device_memory::device_alloc();
+ }
}
T *copy_from_device(int y, int w, int h)
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index 83cfdbcf8ba..fb983a44579 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -23,6 +23,7 @@ set(SRC_OSL
node_convert_from_point.osl
node_convert_from_vector.osl
node_diffuse_bsdf.osl
+ node_displacement.osl
node_emission.osl
node_environment_texture.osl
node_fresnel.osl
diff --git a/intern/cycles/kernel/shaders/node_displacement.osl b/intern/cycles/kernel/shaders/node_displacement.osl
new file mode 100644
index 00000000000..fb81533c778
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_displacement.osl
@@ -0,0 +1,29 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "stdosl.h"
+
+shader node_displacement(
+ float Height = 0.0,
+ float Scale = 1.0,
+ normal Normal = N,
+ output vector Displacement = vector(0.0, 0.0, 0.0))
+{
+ Displacement = normalize(transform("object", Normal));
+ Displacement *= Height * Scale;
+ Displacement = transform("object", "world", Displacement);
+}
+
diff --git a/intern/cycles/kernel/shaders/node_output_displacement.osl b/intern/cycles/kernel/shaders/node_output_displacement.osl
index 294b8dd6bf2..5dbef0244fe 100644
--- a/intern/cycles/kernel/shaders/node_output_displacement.osl
+++ b/intern/cycles/kernel/shaders/node_output_displacement.osl
@@ -16,10 +16,8 @@
#include "stdosl.h"
-displacement node_output_displacement(float Displacement = 0.0)
+displacement node_output_displacement(vector Displacement = 0.0)
{
- vector dP = normalize(transform("object", N));
- dP *= Displacement * 0.1; /* todo: get rid of this factor */
- P += transform("object", "world", dP);
+ P += Displacement;
}
diff --git a/intern/cycles/kernel/split/kernel_next_iteration_setup.h b/intern/cycles/kernel/split/kernel_next_iteration_setup.h
index 75a0af7567b..81024f0cf99 100644
--- a/intern/cycles/kernel/split/kernel_next_iteration_setup.h
+++ b/intern/cycles/kernel/split/kernel_next_iteration_setup.h
@@ -70,8 +70,7 @@ ccl_device void kernel_split_branched_indirect_light_end(KernelGlobals *kg, int
}
else {
/* Update Path State */
- state->flag |= PATH_RAY_TRANSPARENT;
- state->transparent_bounce++;
+ path_state_next(kg, state, LABEL_TRANSPARENT);
ray->P = ray_offset(sd->P, -sd->Ng);
ray->t -= sd->ray_length; /* clipping works through transparent */
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index d3dac5706d0..cbc603d4645 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -267,6 +267,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
case NODE_SET_DISPLACEMENT:
svm_node_set_displacement(kg, sd, stack, node.y);
break;
+ case NODE_DISPLACEMENT:
+ svm_node_displacement(kg, sd, stack, node);
+ break;
# endif /* NODES_FEATURE(NODE_FEATURE_BUMP) */
# ifdef __TEXTURES__
case NODE_TEX_IMAGE:
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
index 656357be52d..3066a364684 100644
--- a/intern/cycles/kernel/svm/svm_displace.h
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -22,8 +22,8 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
- uint normal_offset, distance_offset, invert, use_object_space;
- decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, &use_object_space);
+ uint normal_offset, scale_offset, invert, use_object_space;
+ decode_node_uchar4(node.y, &normal_offset, &scale_offset, &invert, &use_object_space);
float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
@@ -55,15 +55,15 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
float absdet = fabsf(det);
float strength = stack_load_float(stack, strength_offset);
- float distance = stack_load_float(stack, distance_offset);
+ float scale = stack_load_float(stack, scale_offset);
if(invert)
- distance *= -1.0f;
+ scale *= -1.0f;
strength = max(strength, 0.0f);
/* compute and output perturbed normal */
- float3 normal_out = safe_normalize(absdet*normal_in - distance*signf(det)*surfgrad);
+ float3 normal_out = safe_normalize(absdet*normal_in - scale*signf(det)*surfgrad);
if(is_zero(normal_out)) {
normal_out = normal_in;
}
@@ -83,16 +83,25 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset)
{
- float d = stack_load_float(stack, fac_offset);
+ float3 dP = stack_load_float3(stack, fac_offset);
+ sd->P += dP;
+}
- float3 dP = sd->N;
- object_inverse_normal_transform(kg, sd, &dP);
+ccl_device void svm_node_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ uint height_offset, scale_offset, normal_offset, displacement_offset;
+ decode_node_uchar4(node.y, &height_offset, &scale_offset, &normal_offset, &displacement_offset);
- dP *= d*0.1f; /* todo: get rid of this factor */
+ float height = stack_load_float(stack, height_offset);
+ float scale = stack_load_float(stack, scale_offset);
+ float3 normal = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
+ float3 dP = normal;
+ object_inverse_normal_transform(kg, sd, &dP);
+ dP *= height * scale;
object_dir_transform(kg, sd, &dP);
- sd->P += dP;
+ stack_store_float3(stack, displacement_offset, dP);
}
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index c7fe7948422..00c7752da8c 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -133,6 +133,7 @@ typedef enum ShaderNodeType {
NODE_ENTER_BUMP_EVAL,
NODE_LEAVE_BUMP_EVAL,
NODE_BEVEL,
+ NODE_DISPLACEMENT,
} ShaderNodeType;
typedef enum NodeAttributeType {
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 56434b39da5..fb2e34c2fc7 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -526,10 +526,10 @@ void ShaderGraph::constant_fold()
* that happens to ensure there is still a valid graph for displacement.
*/
if(has_displacement && !output()->input("Displacement")->link) {
- ValueNode *value = (ValueNode*)add(new ValueNode());
+ ColorNode *value = (ColorNode*)add(new ColorNode());
value->value = output()->displacement;
- connect(value->output("Value"), output()->input("Displacement"));
+ connect(value->output("Color"), output()->input("Displacement"));
}
}
@@ -861,7 +861,7 @@ void ShaderGraph::bump_from_displacement(bool use_object_space)
if(!displacement_in->link)
return;
-
+
/* find dependencies for the given input */
ShaderNodeSet nodes_displace;
find_dependencies(nodes_displace, displacement_in);
@@ -893,15 +893,34 @@ void ShaderGraph::bump_from_displacement(bool use_object_space)
/* add bump node and connect copied graphs to it */
BumpNode *bump = (BumpNode*)add(new BumpNode());
bump->use_object_space = use_object_space;
+ bump->distance = 1.0f;
ShaderOutput *out = displacement_in->link;
ShaderOutput *out_center = nodes_center[out->parent]->output(out->name());
ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
- connect(out_center, bump->input("SampleCenter"));
- connect(out_dx, bump->input("SampleX"));
- connect(out_dy, bump->input("SampleY"));
+ /* convert displacement vector to height */
+ VectorMathNode *dot_center = (VectorMathNode*)add(new VectorMathNode());
+ VectorMathNode *dot_dx = (VectorMathNode*)add(new VectorMathNode());
+ VectorMathNode *dot_dy = (VectorMathNode*)add(new VectorMathNode());
+
+ dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+ dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+ dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+
+ GeometryNode *geom = (GeometryNode*)add(new GeometryNode());
+ connect(geom->output("Normal"), dot_center->input("Vector2"));
+ connect(geom->output("Normal"), dot_dx->input("Vector2"));
+ connect(geom->output("Normal"), dot_dy->input("Vector2"));
+
+ connect(out_center, dot_center->input("Vector1"));
+ connect(out_dx, dot_dx->input("Vector1"));
+ connect(out_dy, dot_dy->input("Vector1"));
+
+ connect(dot_center->output("Value"), bump->input("SampleCenter"));
+ connect(dot_dx->output("Value"), bump->input("SampleX"));
+ connect(dot_dy->output("Value"), bump->input("SampleY"));
/* connect the bump out to the set normal in: */
connect(bump->output("Normal"), set_normal->input("Direction"));
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 4452fadaf02..14c0dbab9f3 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -4780,7 +4780,7 @@ NODE_DEFINE(OutputNode)
SOCKET_IN_CLOSURE(surface, "Surface");
SOCKET_IN_CLOSURE(volume, "Volume");
- SOCKET_IN_FLOAT(displacement, "Displacement", 0.0f);
+ SOCKET_IN_VECTOR(displacement, "Displacement", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f));
return type;
@@ -5644,4 +5644,43 @@ void BevelNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_bevel");
}
+/* Displacement */
+
+NODE_DEFINE(DisplacementNode)
+{
+ NodeType* type = NodeType::add("displacement", create, NodeType::SHADER);
+
+ SOCKET_IN_FLOAT(height, "Height", 0.0f);
+ SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
+ SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
+
+ SOCKET_OUT_VECTOR(displacement, "Displacement");
+
+ return type;
+}
+
+DisplacementNode::DisplacementNode()
+: ShaderNode(node_type)
+{
+}
+
+void DisplacementNode::compile(SVMCompiler& compiler)
+{
+ ShaderInput *height_in = input("Height");
+ 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(scale_in),
+ compiler.stack_assign_if_linked(normal_in),
+ compiler.stack_assign(displacement_out)));
+}
+
+void DisplacementNode::compile(OSLCompiler& compiler)
+{
+ compiler.add(this, "node_displacement");
+}
+
CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 64d7522a23a..578451cbcfa 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -154,7 +154,7 @@ public:
void *surface;
void *volume;
- float displacement;
+ float3 displacement;
float3 normal;
/* Don't allow output node de-duplication. */
@@ -1027,6 +1027,18 @@ public:
int samples;
};
+class DisplacementNode : public ShaderNode {
+public:
+ SHADER_NODE_CLASS(DisplacementNode)
+ virtual int get_feature() {
+ return NODE_FEATURE_BUMP;
+ }
+
+ float height;
+ float scale;
+ float3 normal;
+};
+
CCL_NAMESPACE_END
#endif /* __NODES_H__ */
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 13e5cfa192e..7a8e51d5590 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -300,6 +300,7 @@ shader_node_categories = [
ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
+ NodeItem("ShaderNodeDisplacement"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index 27223afe4ff..ceb466ebdcd 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -28,7 +28,7 @@
* and keep comment above the defines.
* Use STRINGIFY() rather than defining with quotes */
#define BLENDER_VERSION 280
-#define BLENDER_SUBVERSION 3
+#define BLENDER_SUBVERSION 4
/* Several breakages with 270, e.g. constraint deg vs rad */
#define BLENDER_MINVERSION 270
#define BLENDER_MINSUBVERSION 6
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 5eec50019a9..4e30cb076d4 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -800,6 +800,7 @@ struct ShadeResult;
#define SH_NODE_BSDF_PRINCIPLED 193
#define SH_NODE_EEVEE_SPECULAR 195
#define SH_NODE_BEVEL 197
+#define SH_NODE_DISPLACEMENT 198
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 5d1b4740645..cac2aab26dd 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3589,6 +3589,7 @@ static void registerShaderNodes(void)
register_node_type_sh_attribute();
register_node_type_sh_bevel();
+ register_node_type_sh_displacement();
register_node_type_sh_geometry();
register_node_type_sh_light_path();
register_node_type_sh_light_falloff();
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 07c3b1e782b..780f4f59fb9 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -4135,9 +4135,14 @@ void node_bevel(float radius, vec3 N, out vec3 result)
result = N;
}
+void node_displacement(float height, float dist, vec3 N, out vec3 result)
+{
+ result = height * dist * N;
+}
+
/* output */
-void node_output_material(Closure surface, Closure volume, float displacement, out Closure result)
+void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result)
{
#ifdef VOLUMETRICS
result = volume;
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index a6e04510b03..c83daa185a8 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -194,6 +194,7 @@ set(SRC
shader/nodes/node_shader_subsurface_scattering.c
shader/nodes/node_shader_tangent.c
shader/nodes/node_shader_bevel.c
+ shader/nodes/node_shader_displacement.c
shader/nodes/node_shader_tex_brick.c
shader/nodes/node_shader_tex_checker.c
shader/nodes/node_shader_tex_coord.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 62a92e8d084..cbdfd8d3dbf 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -79,6 +79,7 @@ void register_node_type_sh_tex_pointdensity(void);
void register_node_type_sh_attribute(void);
void register_node_type_sh_bevel(void);
+void register_node_type_sh_displacement(void);
void register_node_type_sh_geometry(void);
void register_node_type_sh_light_path(void);
void register_node_type_sh_light_falloff(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index a18ee154af8..e2c1fae1bde 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -128,6 +128,7 @@ DefNode( ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UV
DefNode( ShaderNode, SH_NODE_SEPXYZ, 0, "SEPXYZ", SeparateXYZ, "Separate XYZ", "" )
DefNode( ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "" )
DefNode( ShaderNode, SH_NODE_BEVEL, def_sh_bevel, "BEVEL", Bevel, "Bevel", "" )
+DefNode( ShaderNode, SH_NODE_DISPLACEMENT, 0, "DISPLACEMENT", Displacement, "Displacement", "" )
DefNode( CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index bd22a2be647..2f65188841e 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -460,6 +460,21 @@ static void ntree_shader_relink_displacement(bNodeTree *ntree,
* cycles in the Cycles material :)
*/
nodeRemLink(ntree, displacement_link);
+
+ /* Convert displacement vector to bump height. */
+ bNode *dot_node = nodeAddStaticNode(NULL, ntree, SH_NODE_VECT_MATH);
+ bNode *geo_node = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY);
+ dot_node->custom1 = 3; /* dot product */
+
+ nodeAddLink(ntree,
+ displacement_node, displacement_socket,
+ dot_node, dot_node->inputs.first);
+ nodeAddLink(ntree,
+ geo_node, ntree_shader_node_find_output(geo_node, "Normal"),
+ dot_node, dot_node->inputs.last);
+ displacement_node = dot_node;
+ displacement_socket = ntree_shader_node_find_output(dot_node, "Value");
+
/* We can't connect displacement to normal directly, use bump node for that
* and hope that it gives good enough approximation.
*/
diff --git a/source/blender/nodes/shader/nodes/node_shader_displacement.c b/source/blender/nodes/shader/nodes/node_shader_displacement.c
new file mode 100644
index 00000000000..d5c191b3966
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_displacement.c
@@ -0,0 +1,65 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_displacement_in[] = {
+ { SOCK_FLOAT, 0, N_("Height"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 0, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_displacement_out[] = {
+ { SOCK_VECTOR, 0, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ if (!in[2].link) {
+ GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[2].link);
+ }
+
+ return GPU_stack_link(mat, node, "node_displacement", in, out);
+}
+
+/* node type definition */
+void register_node_type_sh_displacement(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_DISPLACEMENT, "Displacement", NODE_CLASS_OP_VECTOR, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_displacement_in, sh_node_displacement_out);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, gpu_shader_displacement);
+
+ nodeRegisterType(&ntype);
+}
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.c b/source/blender/nodes/shader/nodes/node_shader_output_material.c
index 0418b039337..e901e7c4590 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_material.c
@@ -34,7 +34,7 @@
static bNodeSocketTemplate sh_node_output_material_in[] = {
{ SOCK_SHADER, 1, N_("Surface")},
{ SOCK_SHADER, 1, N_("Volume")},
- { SOCK_FLOAT, 1, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_VECTOR, 1, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};