diff options
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_normal_map.osl')
-rw-r--r-- | intern/cycles/kernel/osl/shaders/node_normal_map.osl | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_normal_map.osl b/intern/cycles/kernel/osl/shaders/node_normal_map.osl new file mode 100644 index 00000000000..7a94ad8ad1a --- /dev/null +++ b/intern/cycles/kernel/osl/shaders/node_normal_map.osl @@ -0,0 +1,90 @@ +/* + * 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" + +shader node_normal_map(normal NormalIn = N, + float Strength = 1.0, + color Color = color(0.5, 0.5, 1.0), + string space = "tangent", + string attr_name = "geom:tangent", + string attr_sign_name = "geom:tangent_sign", + output normal Normal = NormalIn) +{ + color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5); + int is_backfacing = backfacing(); + + if (space == "tangent") { + vector tangent; + vector ninterp; + float tangent_sign; + float is_smooth = 0.0; + + getattribute("geom:is_smooth", is_smooth); + if (!is_smooth) { + ninterp = normalize(transform("world", "object", Ng)); + + /* the normal is already inverted, which is too soon for the math here */ + if (is_backfacing) { + ninterp = -ninterp; + } + } + + // get _unnormalized_ interpolated normal and tangent + if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && + (!is_smooth || getattribute("geom:normal_map_normal", ninterp))) { + // apply normal map + vector B = tangent_sign * cross(ninterp, tangent); + Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp); + + // transform to world space + Normal = normalize(transform("object", "world", Normal)); + } + else { + Normal = normal(0, 0, 0); + } + } + else if (space == "object") { + Normal = normalize(transform("object", "world", vector(mcolor))); + } + else if (space == "world") { + Normal = normalize(vector(mcolor)); + } + else if (space == "blender_object") { + /* strange blender convention */ + mcolor[1] = -mcolor[1]; + mcolor[2] = -mcolor[2]; + + Normal = normalize(transform("object", "world", vector(mcolor))); + } + else if (space == "blender_world") { + /* strange blender convention */ + mcolor[1] = -mcolor[1]; + mcolor[2] = -mcolor[2]; + + Normal = normalize(vector(mcolor)); + } + + /* invert normal for backfacing polygons */ + if (is_backfacing) { + Normal = -Normal; + } + + if (Strength != 1.0) + Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); + + Normal = ensure_valid_reflection(Ng, I, Normal); +} |