/* * 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_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); if (space == "Tangent") { vector tangent; vector ninterp; float tangent_sign; float is_smooth; getattribute("geom:is_smooth", is_smooth); if (!is_smooth) ninterp = Ng; // get _unnormalized_ interpolated normal and tangent if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) && (!is_smooth || getattribute("geom:N", 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)); } if (Strength != 1.0) Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); }