* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
91 lines
2.8 KiB
Plaintext
91 lines
2.8 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdcycles.h"
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shader node_normal_map(normal NormalIn = N,
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float Strength = 1.0,
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color Color = color(0.5, 0.5, 1.0),
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string space = "tangent",
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string attr_name = "geom:tangent",
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string attr_sign_name = "geom:tangent_sign",
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output normal Normal = NormalIn)
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{
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color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
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int is_backfacing = backfacing();
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if (space == "tangent") {
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vector tangent;
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vector ninterp;
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float tangent_sign;
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float is_smooth = 0.0;
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getattribute("geom:is_smooth", is_smooth);
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if (!is_smooth) {
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ninterp = normalize(transform("world", "object", Ng));
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/* the normal is already inverted, which is too soon for the math here */
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if (is_backfacing) {
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ninterp = -ninterp;
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}
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}
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// get _unnormalized_ interpolated normal and tangent
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if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) &&
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(!is_smooth || getattribute("geom:normal_map_normal", ninterp))) {
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// apply normal map
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vector B = tangent_sign * cross(ninterp, tangent);
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Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
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// transform to world space
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Normal = normalize(transform("object", "world", Normal));
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}
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else {
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Normal = normal(0, 0, 0);
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}
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}
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else if (space == "object") {
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Normal = normalize(transform("object", "world", vector(mcolor)));
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}
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else if (space == "world") {
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Normal = normalize(vector(mcolor));
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}
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else if (space == "blender_object") {
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/* strange blender convention */
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mcolor[1] = -mcolor[1];
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mcolor[2] = -mcolor[2];
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Normal = normalize(transform("object", "world", vector(mcolor)));
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}
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else if (space == "blender_world") {
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/* strange blender convention */
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mcolor[1] = -mcolor[1];
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mcolor[2] = -mcolor[2];
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Normal = normalize(vector(mcolor));
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}
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/* invert normal for backfacing polygons */
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if (is_backfacing) {
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Normal = -Normal;
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}
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if (Strength != 1.0)
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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Normal = ensure_valid_reflection(Ng, I, Normal);
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}
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