/* * 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" shader node_geometry( normal NormalIn = N, string bump_offset = "center", output point Position = point(0.0, 0.0, 0.0), output normal Normal = normal(0.0, 0.0, 0.0), output normal Tangent = normal(0.0, 0.0, 0.0), output normal TrueNormal = normal(0.0, 0.0, 0.0), output vector Incoming = vector(0.0, 0.0, 0.0), output point Parametric = point(0.0, 0.0, 0.0), output float Backfacing = 0.0) { Position = P; Normal = NormalIn; TrueNormal = Ng; Incoming = I; Parametric = point(u, v, 0.0); Backfacing = backfacing(); if (bump_offset == "dx") { Position += Dx(Position); Parametric += Dx(Parametric); } else if (bump_offset == "dy") { Position += Dy(Position); Parametric += Dy(Parametric); } /* first try to get tangent attribute */ point generated; /* try to create spherical tangent from generated coordinates */ if (getattribute("geom:generated", generated)) { vector T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); T = transform("object", "world", T); Tangent = cross(Normal, normalize(cross(T, Normal))); } else { /* otherwise use surface derivatives */ Tangent = normalize(dPdu); } }