/* * 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. */ CCL_NAMESPACE_BEGIN /* Bump Node */ __device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node) { #ifdef __RAY_DIFFERENTIALS__ /* get normal input */ uint normal_offset, distance_offset, invert; decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, NULL); float3 normal_in = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N; /* get surface tangents from normal */ float3 Rx = cross(sd->dP.dy, normal_in); float3 Ry = cross(normal_in, sd->dP.dx); /* get bump values */ uint c_offset, x_offset, y_offset, strength_offset; decode_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_offset); float h_c = stack_load_float(stack, c_offset); float h_x = stack_load_float(stack, x_offset); float h_y = stack_load_float(stack, y_offset); /* compute surface gradient and determinant */ float det = dot(sd->dP.dx, Rx); float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry; float absdet = fabsf(det); float strength = stack_load_float(stack, strength_offset); float distance = stack_load_float(stack, distance_offset); if(invert) distance *= -1.0f; strength = max(strength, 0.0f); /* compute and output perturbed normal */ float3 normal_out = normalize(absdet*normal_in - distance*signf(det)*surfgrad); normal_out = normalize(strength*normal_out + (1.0f - strength)*normal_in); stack_store_float3(stack, node.w, normal_out); #endif } /* Displacement Node */ __device void svm_node_set_displacement(ShaderData *sd, float *stack, uint fac_offset) { float d = stack_load_float(stack, fac_offset); sd->P += sd->N*d*0.1f; /* todo: get rid of this factor */ } CCL_NAMESPACE_END