/* * 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. */ #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); int is_backfacing = backfacing(); if (space == "tangent") { vector tangent; vector ninterp; float tangent_sign; float is_smooth; getattribute("geom:is_smooth", is_smooth); if (!is_smooth) { ninterp = normalize(transform("world", "object", Ng)); /* the normal is already inverted, which is too soon for the math here */ if (is_backfacing) { ninterp = -ninterp; } } // 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)); } /* invert normal for backfacing polygons */ if (is_backfacing) { Normal = -Normal; } if (Strength != 1.0) Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0)); }