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/*
* 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_geometry(
normal NormalIn = N,
string bump_offset = "center",
output point Position = point(0.0, 0.0, 0.0),
output normal Normal = normal(0.0, 0.0, 0.0),
output normal Tangent = normal(0.0, 0.0, 0.0),
output normal TrueNormal = normal(0.0, 0.0, 0.0),
output vector Incoming = vector(0.0, 0.0, 0.0),
output point Parametric = point(0.0, 0.0, 0.0),
output float Backfacing = 0.0)
{
Position = P;
Normal = NormalIn;
TrueNormal = Ng;
Incoming = I;
Parametric = point(u, v, 0.0);
Backfacing = backfacing();
if (bump_offset == "dx") {
Position += Dx(Position);
Parametric += Dx(Parametric);
}
else if (bump_offset == "dy") {
Position += Dy(Position);
Parametric += Dy(Parametric);
}
/* first try to get tangent attribute */
point generated;
/* try to create spherical tangent from generated coordinates */
if (getattribute("geom:generated", generated)) {
vector T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
T = transform("object", "world", T);
Tangent = cross(Normal, normalize(cross(T, Normal)));
}
else {
/* otherwise use surface derivatives */
Tangent = normalize(dPdu);
}
}
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