Files
test2/intern/cycles/kernel/svm/displace.h
Brecht Van Lommel f987ef7b6e Shaders: Add Filter Width input to Bump node
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.

For bump from the displacement socket, filter width remains fixed at 0.1.

Ref #133991, #135841

Pull Request: https://projects.blender.org/blender/blender/pulls/136465
2025-03-25 16:29:13 +01:00

242 lines
7.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/geom/attribute.h"
#include "kernel/geom/object.h"
#include "kernel/geom/primitive.h"
#include "kernel/svm/util.h"
#include "kernel/util/differential.h"
CCL_NAMESPACE_BEGIN
/* Bump Node */
template<uint node_feature_mask>
ccl_device_noinline int svm_node_set_bump(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint4 node,
int offset)
{
uint out_offset;
uint bump_state_offset;
svm_unpack_node_uchar2(node.w, &out_offset, &bump_state_offset);
const uint4 data_node = read_node(kg, &offset);
const float bump_filter_width = __uint_as_float(data_node.x);
#ifdef __RAY_DIFFERENTIALS__
IF_KERNEL_NODES_FEATURE(BUMP)
{
/* get normal input */
uint normal_offset;
uint scale_offset;
uint invert;
uint use_object_space;
svm_unpack_node_uchar4(node.y, &normal_offset, &scale_offset, &invert, &use_object_space);
float3 normal_in = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) :
sd->N;
/* If we have saved bump state, read the full differential from there.
* Just using the compact form in those cases leads to incorrect normals (see #111588). */
differential3 dP;
if (bump_state_offset == SVM_STACK_INVALID) {
dP = differential_from_compact(sd->Ng, sd->dP);
}
else {
dP.dx = stack_load_float3(stack, bump_state_offset + 4);
dP.dy = stack_load_float3(stack, bump_state_offset + 7);
}
if (use_object_space) {
object_inverse_normal_transform(kg, sd, &normal_in);
object_inverse_dir_transform(kg, sd, &dP.dx);
object_inverse_dir_transform(kg, sd, &dP.dy);
}
/* get surface tangents from normal */
const float3 Rx = cross(dP.dy, normal_in);
const float3 Ry = cross(normal_in, dP.dx);
/* get bump values */
uint c_offset;
uint x_offset;
uint y_offset;
uint strength_offset;
svm_unpack_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_offset);
const float h_c = stack_load_float(stack, c_offset);
const float h_x = stack_load_float(stack, x_offset);
const float h_y = stack_load_float(stack, y_offset);
/* compute surface gradient and determinant */
const float det = dot(dP.dx, Rx);
const float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
const float absdet = fabsf(det);
float strength = stack_load_float(stack, strength_offset);
float scale = stack_load_float(stack, scale_offset);
if (invert) {
scale *= -1.0f;
}
strength = max(strength, 0.0f);
/* Compute and output perturbed normal.
* dP'dx = dPdx + scale * (h_x - h_c) / filter_width * normal
* dP'dy = dPdy + scale * (h_y - h_c) / filter_width * normal
* N' = cross(dP'dx, dP'dy)
* = cross(dPdx, dPdy) - scale * ((h_y - h_c) / filter_width * Ry + (h_x - h_c) /
* filter_width * Rx) ≈ det * normal_in - scale * surfgrad / filter_width
*/
float3 normal_out = safe_normalize(bump_filter_width * absdet * normal_in -
scale * signf(det) * surfgrad);
if (is_zero(normal_out)) {
normal_out = normal_in;
}
else {
normal_out = normalize(strength * normal_out + (1.0f - strength) * normal_in);
}
if (use_object_space) {
object_normal_transform(kg, sd, &normal_out);
}
stack_store_float3(stack, out_offset, normal_out);
}
else {
stack_store_float3(stack, out_offset, zero_float3());
}
#endif
return offset;
}
/* Displacement Node */
template<uint node_feature_mask>
ccl_device void svm_node_set_displacement(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint fac_offset)
{
IF_KERNEL_NODES_FEATURE(BUMP)
{
const float3 dP = stack_load_float3(stack, fac_offset);
sd->P += dP;
}
}
template<uint node_feature_mask>
ccl_device_noinline void svm_node_displacement(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint4 node)
{
IF_KERNEL_NODES_FEATURE(BUMP)
{
uint height_offset;
uint midlevel_offset;
uint scale_offset;
uint normal_offset;
svm_unpack_node_uchar4(
node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
const float height = stack_load_float(stack, height_offset);
const float midlevel = stack_load_float(stack, midlevel_offset);
const float scale = stack_load_float(stack, scale_offset);
const float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) :
sd->N;
const uint space = node.w;
float3 dP = normal;
if (space == NODE_NORMAL_MAP_OBJECT) {
/* Object space. */
object_inverse_normal_transform(kg, sd, &dP);
dP *= (height - midlevel) * scale;
object_dir_transform(kg, sd, &dP);
}
else {
/* World space. */
dP *= (height - midlevel) * scale;
}
stack_store_float3(stack, node.z, dP);
}
else {
stack_store_float3(stack, node.z, zero_float3());
}
}
template<uint node_feature_mask>
ccl_device_noinline int svm_node_vector_displacement(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint4 node,
int offset)
{
const uint4 data_node = read_node(kg, &offset);
uint vector_offset;
uint midlevel_offset;
uint scale_offset;
uint displacement_offset;
svm_unpack_node_uchar4(
node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
IF_KERNEL_NODES_FEATURE(BUMP)
{
const uint space = data_node.x;
const float3 vector = stack_load_float3(stack, vector_offset);
const float midlevel = stack_load_float(stack, midlevel_offset);
const float scale = stack_load_float(stack, scale_offset);
float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
if (space == NODE_NORMAL_MAP_TANGENT) {
/* Tangent space. */
float3 normal = sd->N;
object_inverse_normal_transform(kg, sd, &normal);
const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
float3 tangent;
if (attr.offset != ATTR_STD_NOT_FOUND) {
tangent = primitive_surface_attribute<float3>(kg, sd, attr, nullptr, nullptr);
}
else {
tangent = normalize(sd->dPdu);
}
float3 bitangent = safe_normalize(cross(normal, tangent));
const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
if (attr_sign.offset != ATTR_STD_NOT_FOUND) {
const float sign = primitive_surface_attribute<float>(kg, sd, attr_sign, nullptr, nullptr);
bitangent *= sign;
}
dP = tangent * dP.x + normal * dP.y + bitangent * dP.z;
}
if (space != NODE_NORMAL_MAP_WORLD) {
/* Tangent or object space. */
object_dir_transform(kg, sd, &dP);
}
stack_store_float3(stack, displacement_offset, dP);
}
else {
stack_store_float3(stack, displacement_offset, zero_float3());
(void)data_node;
}
return offset;
}
CCL_NAMESPACE_END