Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/svm/displace.h')
-rw-r--r--intern/cycles/kernel/svm/displace.h180
1 files changed, 180 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/displace.h b/intern/cycles/kernel/svm/displace.h
new file mode 100644
index 00000000000..cea1436f36d
--- /dev/null
+++ b/intern/cycles/kernel/svm/displace.h
@@ -0,0 +1,180 @@
+/*
+ * 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.
+ */
+
+#pragma once
+
+#include "kernel/sample/mapping.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Bump Node */
+
+ccl_device_noinline void svm_node_set_bump(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint4 node)
+{
+#ifdef __RAY_DIFFERENTIALS__
+ /* get normal input */
+ uint normal_offset, scale_offset, invert, use_object_space;
+ svm_unpack_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;
+
+ float3 dPdx = sd->dP.dx;
+ float3 dPdy = sd->dP.dy;
+
+ if (use_object_space) {
+ object_inverse_normal_transform(kg, sd, &normal_in);
+ object_inverse_dir_transform(kg, sd, &dPdx);
+ object_inverse_dir_transform(kg, sd, &dPdy);
+ }
+
+ /* get surface tangents from normal */
+ float3 Rx = cross(dPdy, normal_in);
+ float3 Ry = cross(normal_in, dPdx);
+
+ /* get bump values */
+ uint c_offset, x_offset, y_offset, strength_offset;
+ svm_unpack_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_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);
+
+ /* compute surface gradient and determinant */
+ float det = dot(dPdx, Rx);
+ float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
+
+ float absdet = fabsf(det);
+
+ float strength = stack_load_float(stack, strength_offset);
+ float scale = stack_load_float(stack, scale_offset);
+
+ if (invert)
+ scale *= -1.0f;
+
+ strength = max(strength, 0.0f);
+
+ /* compute and output perturbed normal */
+ float3 normal_out = safe_normalize(absdet * normal_in - scale * signf(det) * surfgrad);
+ if (is_zero(normal_out)) {
+ normal_out = normal_in;
+ }
+ else {
+ normal_out = normalize(strength * normal_out + (1.0f - strength) * normal_in);
+ }
+
+ if (use_object_space) {
+ object_normal_transform(kg, sd, &normal_out);
+ }
+
+ normal_out = ensure_valid_reflection(sd->Ng, sd->I, normal_out);
+
+ stack_store_float3(stack, node.w, normal_out);
+#endif
+}
+
+/* Displacement Node */
+
+ccl_device void svm_node_set_displacement(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint fac_offset)
+{
+ float3 dP = stack_load_float3(stack, fac_offset);
+ sd->P += dP;
+}
+
+ccl_device_noinline void svm_node_displacement(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint4 node)
+{
+ uint height_offset, midlevel_offset, scale_offset, normal_offset;
+ svm_unpack_node_uchar4(node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
+
+ float height = stack_load_float(stack, height_offset);
+ float midlevel = stack_load_float(stack, midlevel_offset);
+ float scale = stack_load_float(stack, scale_offset);
+ float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
+ uint space = node.w;
+
+ float3 dP = normal;
+
+ if (space == NODE_NORMAL_MAP_OBJECT) {
+ /* Object space. */
+ object_inverse_normal_transform(kg, sd, &dP);
+ dP *= (height - midlevel) * scale;
+ object_dir_transform(kg, sd, &dP);
+ }
+ else {
+ /* World space. */
+ dP *= (height - midlevel) * scale;
+ }
+
+ stack_store_float3(stack, node.z, dP);
+}
+
+ccl_device_noinline int svm_node_vector_displacement(
+ KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
+{
+ uint4 data_node = read_node(kg, &offset);
+ uint space = data_node.x;
+
+ uint vector_offset, midlevel_offset, scale_offset, displacement_offset;
+ svm_unpack_node_uchar4(
+ node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
+
+ float3 vector = stack_load_float3(stack, vector_offset);
+ float midlevel = stack_load_float(stack, midlevel_offset);
+ float scale = stack_load_float(stack, scale_offset);
+ float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
+
+ if (space == NODE_NORMAL_MAP_TANGENT) {
+ /* Tangent space. */
+ float3 normal = sd->N;
+ object_inverse_normal_transform(kg, sd, &normal);
+
+ const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
+ float3 tangent;
+ if (attr.offset != ATTR_STD_NOT_FOUND) {
+ tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
+ }
+ else {
+ tangent = normalize(sd->dPdu);
+ }
+
+ float3 bitangent = normalize(cross(normal, tangent));
+ const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
+ if (attr_sign.offset != ATTR_STD_NOT_FOUND) {
+ float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
+ bitangent *= sign;
+ }
+
+ dP = tangent * dP.x + normal * dP.y + bitangent * dP.z;
+ }
+
+ if (space != NODE_NORMAL_MAP_WORLD) {
+ /* Tangent or object space. */
+ object_dir_transform(kg, sd, &dP);
+ }
+
+ stack_store_float3(stack, displacement_offset, dP);
+ return offset;
+}
+
+CCL_NAMESPACE_END