/* * Copyright 2011, Blender Foundation. * * 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. */ #include "stdosl.h" /* "Bump Mapping Unparameterized Surfaces on the GPU" * Morten S. Mikkelsen, 2010 */ surface node_bump( int invert = 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) { /* get surface tangents from normal */ vector dPdx = Dx(P); vector dPdy = Dy(P); vector Rx = cross(dPdy, NormalIn); vector Ry = cross(NormalIn, 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 * NormalIn - dist * sign(det) * surfgrad); NormalOut = normalize(strength * NormalOut + (1.0 - strength) * NormalIn); }