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node_vector_displacement.osl « shaders « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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_vector_displacement(
	color Vector = color(0.0, 0.0, 0.0),
	float Midlevel = 0.0,
	float Scale = 1.0,
	string space = "tangent",
	string attr_name = "geom:tangent",
	string attr_sign_name = "geom:tangent_sign",
	output vector Displacement = vector(0.0, 0.0, 0.0))
{
	vector offset = (Vector - vector(Midlevel)) * Scale;

	if(space == "tangent") {
		/* Tangent space. */
		vector N_object = normalize(transform("world", "object", N));

		vector T_object;
		if(getattribute(attr_name, T_object)) {
			T_object = normalize(T_object);
		}
		else {
			T_object = normalize(dPdu);
		}

		vector B_object = normalize(cross(N_object, T_object));
		float tangent_sign;
		if(getattribute(attr_sign_name, tangent_sign)) {
			B_object *= tangent_sign;
		}

		Displacement = T_object*offset[0] + N_object*offset[1] + B_object*offset[2];
	}
	else {
		/* Object or world space. */
		Displacement = offset;
	}

	if(space != "world") {
		/* Tangent or object space. */
		Displacement = transform("object", "world", Displacement);
	}
}