diff options
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_bump.osl')
-rw-r--r-- | intern/cycles/kernel/osl/shaders/node_bump.osl | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_bump.osl b/intern/cycles/kernel/osl/shaders/node_bump.osl new file mode 100644 index 00000000000..811182f40b5 --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_bump.osl @@ -0,0 +1,68 @@ +/* + * 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 "stdcycles.h" + +/* "Bump Mapping Unparameterized Surfaces on the GPU" + * Morten S. Mikkelsen, 2010 */ + +surface node_bump(int invert = 0, + int use_object_space = 0, + normal NormalIn = N, + float Strength = 0.1, + float Distance = 1.0, + float SampleCenter = 0.0, + float SampleX = 0.0, + float SampleY = 0.0, + output normal NormalOut = N) +{ + point Ptmp = P; + normal Normal = NormalIn; + + if (use_object_space) { + Ptmp = transform("object", Ptmp); + Normal = normalize(transform("object", Normal)); + } + + /* get surface tangents from normal */ + vector dPdx = Dx(Ptmp); + vector dPdy = Dy(Ptmp); + + vector Rx = cross(dPdy, Normal); + vector Ry = cross(Normal, dPdx); + + /* compute surface gradient and determinant */ + float det = dot(dPdx, Rx); + vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry; + + float absdet = fabs(det); + + float strength = max(Strength, 0.0); + float dist = Distance; + + if (invert) + dist *= -1.0; + + /* compute and output perturbed normal */ + NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad); + NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal); + + if (use_object_space) { + NormalOut = normalize(transform("object", "world", NormalOut)); + } + + NormalOut = ensure_valid_reflection(Ng, I, NormalOut); +} |