* 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.
69 lines
2.0 KiB
Plaintext
69 lines
2.0 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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/* "Bump Mapping Unparameterized Surfaces on the GPU"
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* Morten S. Mikkelsen, 2010 */
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surface node_bump(int invert = 0,
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int use_object_space = 0,
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normal NormalIn = N,
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float Strength = 0.1,
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float Distance = 1.0,
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float SampleCenter = 0.0,
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float SampleX = 0.0,
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float SampleY = 0.0,
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output normal NormalOut = N)
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{
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point Ptmp = P;
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normal Normal = NormalIn;
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if (use_object_space) {
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Ptmp = transform("object", Ptmp);
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Normal = normalize(transform("object", Normal));
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}
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/* get surface tangents from normal */
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vector dPdx = Dx(Ptmp);
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vector dPdy = Dy(Ptmp);
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vector Rx = cross(dPdy, Normal);
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vector Ry = cross(Normal, dPdx);
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/* compute surface gradient and determinant */
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float det = dot(dPdx, Rx);
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vector surfgrad = (SampleX - SampleCenter) * Rx + (SampleY - SampleCenter) * Ry;
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float absdet = fabs(det);
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float strength = max(Strength, 0.0);
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float dist = Distance;
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if (invert)
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dist *= -1.0;
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/* compute and output perturbed normal */
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NormalOut = normalize(absdet * Normal - dist * sign(det) * surfgrad);
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NormalOut = normalize(strength * NormalOut + (1.0 - strength) * Normal);
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if (use_object_space) {
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NormalOut = normalize(transform("object", "world", NormalOut));
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}
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NormalOut = ensure_valid_reflection(Ng, I, NormalOut);
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}
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