Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_bump.osl « shaders « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: a2a4468d5f3d727948efcf2457339ba1e06cfc09 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
/*
 * 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"

/* "Bump Mapping Unparameterized Surfaces on the GPU"
 * Morten S. Mikkelsen, 2010 */

surface node_bump(
	int invert = 0,
	int use_object_space = 0,
	normal NormalIn = N,
	float Strength = 0.1,
	float Distance = 1.0,
	float SampleCenter = 0.0,
	float SampleX = 0.0,
	float SampleY = 0.0,
	output normal NormalOut = N)
{
	point Ptmp = P;
	normal Normal = NormalIn;

	if (use_object_space) {
		Ptmp = transform("object", Ptmp);
		Normal = normalize(transform("object", Normal));
	}

	/* get surface tangents from normal */
	vector dPdx = Dx(Ptmp);
	vector dPdy = Dy(Ptmp);

	vector Rx = cross(dPdy, Normal);
	vector Ry = cross(Normal, dPdx);

	/* compute surface gradient and determinant */
	float det = dot(dPdx, Rx);
	vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;

	float absdet = fabs(det);

	float strength = max(Strength, 0.0);
	float dist = Distance;

	if (invert)
		dist *= -1.0;
	
	/* compute and output perturbed normal */
	NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad);
	NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal);

	if (use_object_space) {
		NormalOut = normalize(transform("object", "world", NormalOut));
	}

	NormalOut = ensure_valid_reflection(Ng, I, NormalOut);
}