Simplifies intersection code a little and slightly improves precision regarding self intersection. The parametric texture coordinate in shader nodes is still the same as before for compatibility.
59 lines
1.8 KiB
Plaintext
59 lines
1.8 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "stdcycles.h"
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shader node_geometry(normal NormalIn = N,
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string bump_offset = "center",
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output point Position = point(0.0, 0.0, 0.0),
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output normal Normal = normal(0.0, 0.0, 0.0),
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output normal Tangent = normal(0.0, 0.0, 0.0),
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output normal TrueNormal = normal(0.0, 0.0, 0.0),
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output vector Incoming = vector(0.0, 0.0, 0.0),
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output point Parametric = point(0.0, 0.0, 0.0),
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output float Backfacing = 0.0,
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output float Pointiness = 0.0,
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output float RandomPerIsland = 0.0)
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{
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Position = P;
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Normal = NormalIn;
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TrueNormal = Ng;
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Incoming = I;
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Parametric = point(1.0 - u - v, u, 0.0);
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Backfacing = backfacing();
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if (bump_offset == "dx") {
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Position += Dx(Position);
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Parametric += Dx(Parametric);
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}
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else if (bump_offset == "dy") {
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Position += Dy(Position);
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Parametric += Dy(Parametric);
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}
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/* first try to get tangent attribute */
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point generated;
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/* try to create spherical tangent from generated coordinates */
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if (getattribute("geom:generated", generated)) {
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normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
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vector T = transform("object", "world", data);
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Tangent = cross(Normal, normalize(cross(T, Normal)));
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}
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else {
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/* otherwise use surface derivatives */
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Tangent = normalize(dPdu);
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}
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getattribute("geom:pointiness", Pointiness);
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if (bump_offset == "dx") {
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Pointiness += Dx(Pointiness);
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}
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else if (bump_offset == "dy") {
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Pointiness += Dy(Pointiness);
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}
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getattribute("geom:random_per_island", RandomPerIsland);
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}
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