Update the OSL script for the "Geometry" node to follow the correct Tangent code path when working with point clouds. There should be no functional change for the end user since the correct code path was already taken by accident. Pull Request: https://projects.blender.org/blender/blender/pulls/113472
63 lines
1.9 KiB
Plaintext
63 lines
1.9 KiB
Plaintext
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "stdcycles.h"
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shader node_geometry(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 = N;
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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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point generated;
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float IsCurve = 0;
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float IsPoint = 0;
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getattribute("geom:is_curve", IsCurve);
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getattribute("geom:is_point", IsPoint);
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/* create spherical tangent from generated coordinates if they're available,
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* unless we're on a curve or point. */
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if (!(IsCurve || IsPoint) && 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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