/* * 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 */ CCL_NAMESPACE_BEGIN /* Bump Node */ ccl_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 */ ccl_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