From f9ea097a872290d20cd94504adb3172165cb770d Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Sun, 21 Jan 2018 00:40:42 +0100 Subject: Cycles: add Vector Displacement node and extend Displacement node. This adds midlevel and object/world space for displacement, and a vector displacement node with tangent/object/world space, midlevel and scale. Note that tangent space vector displacement still is not exactly compatible with maps created by other software, this will require changes to the tangent computation. Differential Revision: https://developer.blender.org/D1734 --- intern/cycles/render/nodes.cpp | 107 ++++++++++++++++++++++++++++++++++++++++- 1 file changed, 105 insertions(+), 2 deletions(-) (limited to 'intern/cycles/render/nodes.cpp') diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index 14c0dbab9f3..acfe07bf112 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -5650,7 +5650,14 @@ NODE_DEFINE(DisplacementNode) { NodeType* type = NodeType::add("displacement", create, NodeType::SHADER); + static NodeEnum space_enum; + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + SOCKET_IN_FLOAT(height, "Height", 0.0f); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); @@ -5667,20 +5674,116 @@ DisplacementNode::DisplacementNode() void DisplacementNode::compile(SVMCompiler& compiler) { ShaderInput *height_in = input("Height"); + ShaderInput *midlevel_in = input("Midlevel"); 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(midlevel_in), compiler.stack_assign(scale_in), - compiler.stack_assign_if_linked(normal_in), - compiler.stack_assign(displacement_out))); + compiler.stack_assign_if_linked(normal_in)), + compiler.stack_assign(displacement_out), + space); } void DisplacementNode::compile(OSLCompiler& compiler) { + compiler.parameter(this, "space"); compiler.add(this, "node_displacement"); } +/* Vector Displacement */ + +NODE_DEFINE(VectorDisplacementNode) +{ + NodeType* type = NodeType::add("vector_displacement", create, NodeType::SHADER); + + static NodeEnum space_enum; + space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT); + space_enum.insert("object", NODE_NORMAL_MAP_OBJECT); + space_enum.insert("world", NODE_NORMAL_MAP_WORLD); + + SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); + SOCKET_STRING(attribute, "Attribute", ustring("")); + + SOCKET_IN_COLOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f); + SOCKET_IN_FLOAT(scale, "Scale", 1.0f); + + SOCKET_OUT_VECTOR(displacement, "Displacement"); + + return type; +} + +VectorDisplacementNode::VectorDisplacementNode() +: ShaderNode(node_type) +{ +} + +void VectorDisplacementNode::attributes(Shader *shader, AttributeRequestSet *attributes) +{ + if(shader->has_surface && space == NODE_NORMAL_MAP_TANGENT) { + if(attribute == ustring("")) { + attributes->add(ATTR_STD_UV_TANGENT); + attributes->add(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + + attributes->add(ATTR_STD_VERTEX_NORMAL); + } + + ShaderNode::attributes(shader, attributes); +} + +void VectorDisplacementNode::compile(SVMCompiler& compiler) +{ + ShaderInput *vector_in = input("Vector"); + ShaderInput *midlevel_in = input("Midlevel"); + ShaderInput *scale_in = input("Scale"); + ShaderOutput *displacement_out = output("Displacement"); + int attr = 0, attr_sign = 0; + + if(space == NODE_NORMAL_MAP_TANGENT) { + if(attribute == ustring("")) { + attr = compiler.attribute(ATTR_STD_UV_TANGENT); + attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN); + } + else { + attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str())); + attr_sign = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.add_node(NODE_VECTOR_DISPLACEMENT, + compiler.encode_uchar4(compiler.stack_assign(vector_in), + compiler.stack_assign(midlevel_in), + compiler.stack_assign(scale_in), + compiler.stack_assign(displacement_out)), + attr, attr_sign); + + compiler.add_node(space); +} + +void VectorDisplacementNode::compile(OSLCompiler& compiler) +{ + if(space == NODE_NORMAL_MAP_TANGENT) { + if(attribute == ustring("")) { + compiler.parameter("attr_name", ustring("geom:tangent")); + compiler.parameter("attr_sign_name", ustring("geom:tangent_sign")); + } + else { + compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str())); + compiler.parameter("attr_sign_name", ustring((string(attribute.c_str()) + ".tangent_sign").c_str())); + } + } + + compiler.parameter(this, "space"); + compiler.add(this, "node_vector_displacement"); +} + CCL_NAMESPACE_END -- cgit v1.2.3