Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.

Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
This commit is contained in:
Brecht Van Lommel
2012-10-10 13:02:20 +00:00
parent b4671d67ed
commit f0a9b66469
21 changed files with 198 additions and 18 deletions

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@@ -33,6 +33,28 @@ CCL_NAMESPACE_BEGIN
/* Find/Add */
static float3 tri_calc_tangent(float3 v0, float3 v1, float3 v2, float3 tx0, float3 tx1, float3 tx2)
{
float3 duv1 = tx2 - tx0;
float3 duv2 = tx2 - tx1;
float3 dp1 = v2 - v0;
float3 dp2 = v2 - v1;
float det = duv1[0] * duv2[1] - duv1[1] * duv2[0];
if(det != 0.0f) {
return normalize(dp1 * duv2[1] - dp2 * duv1[1]);
}
else {
/* give back a sane default, using a valid edge as a fallback */
float3 edge = v1 - v0;
if(len(edge) == 0.0f)
edge = v2 - v0;
return normalize(edge);
}
}
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders)
{
/* create vertices */
@@ -157,6 +179,67 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
}
}
}
/* create texcoord-based tangent attributes */
{
BL::Mesh::tessface_uv_textures_iterator l;
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
AttributeStandard std = (l->active_render())? ATTR_STD_TANGENT: ATTR_STD_NONE;
if(!mesh->need_attribute(scene, std))
continue;
Attribute *attr = mesh->attributes.add(std, ustring("Tangent"));
/* compute average tangents per vertex */
float3 *tangents = attr->data_float3();
memset(tangents, 0, sizeof(float3)*mesh->verts.size());
BL::MeshTextureFaceLayer::data_iterator t;
size_t fi = 0; /* face index */
b_mesh.tessfaces.begin(f);
for(l->data.begin(t); t != l->data.end() && f != b_mesh.tessfaces.end(); ++t, ++fi, ++f) {
int4 vi = get_int4(f->vertices_raw());
float3 tx0 = get_float3(t->uv1());
float3 tx1 = get_float3(t->uv2());
float3 tx2 = get_float3(t->uv3());
float3 v0 = mesh->verts[vi[0]];
float3 v1 = mesh->verts[vi[1]];
float3 v2 = mesh->verts[vi[2]];
/* calculate tangent for the triangle;
* get vertex positions, and find change in position with respect
* to the texture coords in the first texture coord dimension */
float3 tangent0 = tri_calc_tangent(v0, v1, v2, tx0, tx1, tx2);
if(nverts[fi] == 4) {
/* quad tangent */
float3 tx3 = get_float3(t->uv4());
float3 v3 = mesh->verts[vi[3]];
float3 tangent1 = tri_calc_tangent(v0, v2, v3, tx0, tx2, tx3);
tangents[vi[0]] += 0.5f*(tangent0 + tangent1);
tangents[vi[1]] += tangent0;
tangents[vi[2]] += 0.5f*(tangent0 + tangent1);
tangents[vi[3]] += tangent1;
}
else {
/* triangle tangent */
tangents[vi[0]] += tangent0;
tangents[vi[1]] += tangent0;
tangents[vi[2]] += tangent0;
}
}
/* normalize tangent vectors */
for(int i = 0; i < mesh->verts.size(); i++)
tangents[i] = normalize(tangents[i]);
}
}
}
static void create_subd_mesh(Mesh *mesh, BL::Mesh b_mesh, PointerRNA *cmesh, const vector<uint>& used_shaders)

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@@ -315,6 +315,10 @@ static ShaderNode *add_node(BL::BlendData b_data, BL::Scene b_scene, ShaderGraph
node = new HoldoutNode();
break;
}
case BL::ShaderNode::type_BSDF_ANISOTROPIC: {
node = new WardBsdfNode();
break;
}
case BL::ShaderNode::type_BSDF_DIFFUSE: {
node = new DiffuseBsdfNode();
break;

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@@ -72,7 +72,7 @@ __device void to_unit_disk(float *x, float *y)
__device void make_orthonormals_tangent(const float3 N, const float3 T, float3 *a, float3 *b)
{
*b = cross(N, T);
*b = normalize(cross(N, T));
*a = cross(*b, N);
}

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@@ -93,6 +93,7 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
#ifdef __INSTANCING__
@@ -117,6 +118,7 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
}
@@ -208,6 +210,8 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
}
#endif
}
sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
/* backfacing test */
@@ -293,6 +297,7 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
/* dPdu/dPdv */
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
sd->T = make_float3(0.0f, 0.0f, 0.0f);
#endif
#ifdef __RAY_DIFFERENTIALS__

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@@ -447,6 +447,9 @@ typedef struct ShaderData {
/* differential of P w.r.t. parametric coordinates. note that dPdu is
* not readily suitable as a tangent for shading on triangles. */
float3 dPdu, dPdv;
/* tangent for shading */
float3 T;
#endif
#ifdef __MULTI_CLOSURE__

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@@ -67,7 +67,7 @@ __device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const ShaderClosure
float m_ax = sc->data0;
float m_ay = sc->data1;
float3 m_N = sd->N;
float3 m_T = normalize(sd->dPdu);
float3 m_T = sd->T;
float cosNO = dot(m_N, I);
float cosNI = dot(m_N, omega_in);
@@ -90,6 +90,7 @@ __device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const ShaderClosure
*pdf = exp_val / denom;
return make_float3 (out, out, out);
}
return make_float3 (0, 0, 0);
}
@@ -108,7 +109,7 @@ __device int bsdf_ward_sample(const ShaderData *sd, const ShaderClosure *sc, flo
float m_ax = sc->data0;
float m_ay = sc->data1;
float3 m_N = sd->N;
float3 m_T = normalize(sd->dPdu);
float3 m_T = sd->T;
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {

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@@ -205,6 +205,14 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_CLOSURE_WEIGHT:
svm_node_closure_weight(sd, stack, node.y);
break;
#ifdef __DPDU__
case NODE_CLOSURE_SET_TANGENT:
svm_node_closure_set_tangent(sd, node.y, node.z, node.w);
break;
case NODE_CLOSURE_TANGENT:
svm_node_closure_tangent(sd, stack, node.y);
break;
#endif
case NODE_EMISSION_WEIGHT:
svm_node_emission_weight(kg, sd, stack, node);
break;
@@ -261,14 +269,14 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
svm_node_camera(kg, sd, stack, node.y, node.z, node.w);
break;
case NODE_GEOMETRY:
svm_node_geometry(sd, stack, node.y, node.z);
svm_node_geometry(kg, sd, stack, node.y, node.z);
break;
#ifdef __EXTRA_NODES__
case NODE_GEOMETRY_BUMP_DX:
svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
svm_node_geometry_bump_dx(kg, sd, stack, node.y, node.z);
break;
case NODE_GEOMETRY_BUMP_DY:
svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
svm_node_geometry_bump_dy(kg, sd, stack, node.y, node.z);
break;
case NODE_LIGHT_PATH:
svm_node_light_path(sd, stack, node.y, node.z, path_flag);

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@@ -179,7 +179,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
float roughness_u = param1;
float roughness_v = param2;
bsdf_ward_setup(sd, sc, normalize(sd->dPdu), roughness_u, roughness_v);
bsdf_ward_setup(sd, sc, normalize(sd->T), roughness_u, roughness_v);
break;
}
#endif
@@ -425,5 +425,24 @@ __device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
#endif
}
#ifdef __DPDU__
__device_inline void svm_node_closure_store_tangent(ShaderData *sd, float3 tangent)
{
sd->T = normalize(tangent);
}
__device void svm_node_closure_set_tangent(ShaderData *sd, uint x, uint y, uint z)
{
float3 tangent = make_float3(__int_as_float(x), __int_as_float(y), __int_as_float(z));
svm_node_closure_store_tangent(sd, tangent);
}
__device void svm_node_closure_tangent(ShaderData *sd, float *stack, uint tangent_offset)
{
float3 tangent = stack_load_float3(stack, tangent_offset);
svm_node_closure_store_tangent(sd, tangent);
}
#endif
CCL_NAMESPACE_END

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@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
/* Geometry Node */
__device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint out_offset)
__device void svm_node_geometry(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
{
float3 data;
@@ -28,7 +28,16 @@ __device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint ou
case NODE_GEOM_P: data = sd->P; break;
case NODE_GEOM_N: data = sd->N; break;
#ifdef __DPDU__
case NODE_GEOM_T: data = normalize(sd->dPdu); break;
case NODE_GEOM_T: {
int attr_offset = find_attribute(kg, sd, ATTR_STD_TANGENT);
if(attr_offset == ATTR_STD_NOT_FOUND)
data = normalize(sd->dPdu);
else
data = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, attr_offset, NULL, NULL);
break;
}
#endif
case NODE_GEOM_I: data = sd->I; break;
case NODE_GEOM_Ng: data = sd->Ng; break;
@@ -40,7 +49,7 @@ __device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint ou
stack_store_float3(stack, out_offset, data);
}
__device void svm_node_geometry_bump_dx(ShaderData *sd, float *stack, uint type, uint out_offset)
__device void svm_node_geometry_bump_dx(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
{
#ifdef __RAY_DIFFERENTIALS__
float3 data;
@@ -48,16 +57,16 @@ __device void svm_node_geometry_bump_dx(ShaderData *sd, float *stack, uint type,
switch(type) {
case NODE_GEOM_P: data = sd->P + sd->dP.dx; break;
case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f); break;
default: svm_node_geometry(sd, stack, type, out_offset); return;
default: svm_node_geometry(kg, sd, stack, type, out_offset); return;
}
stack_store_float3(stack, out_offset, data);
#else
svm_node_geometry(sd, stack, type, out_offset);
svm_node_geometry(kg, sd, stack, type, out_offset);
#endif
}
__device void svm_node_geometry_bump_dy(ShaderData *sd, float *stack, uint type, uint out_offset)
__device void svm_node_geometry_bump_dy(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
{
#ifdef __RAY_DIFFERENTIALS__
float3 data;
@@ -65,12 +74,12 @@ __device void svm_node_geometry_bump_dy(ShaderData *sd, float *stack, uint type,
switch(type) {
case NODE_GEOM_P: data = sd->P + sd->dP.dy; break;
case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f); break;
default: svm_node_geometry(sd, stack, type, out_offset); return;
default: svm_node_geometry(kg, sd, stack, type, out_offset); return;
}
stack_store_float3(stack, out_offset, data);
#else
svm_node_geometry(sd, stack, type, out_offset);
svm_node_geometry(kg, sd, stack, type, out_offset);
#endif
}

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@@ -92,7 +92,9 @@ typedef enum NodeType {
NODE_LIGHT_FALLOFF,
NODE_OBJECT_INFO,
NODE_PARTICLE_INFO,
NODE_TEX_BRICK
NODE_TEX_BRICK,
NODE_CLOSURE_SET_TANGENT,
NODE_CLOSURE_TANGENT,
} NodeType;
typedef enum NodeAttributeType {

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@@ -162,6 +162,8 @@ Attribute *AttributeSet::add(AttributeStandard std, ustring name)
attr = add(name, TypeDesc::TypeNormal, Attribute::FACE);
else if(std == ATTR_STD_UV)
attr = add(name, TypeDesc::TypePoint, Attribute::CORNER);
else if(std == ATTR_STD_TANGENT)
attr = add(name, TypeDesc::TypeVector, Attribute::VERTEX);
else if(std == ATTR_STD_GENERATED)
attr = add(name, TypeDesc::TypePoint, Attribute::VERTEX);
else if(std == ATTR_STD_POSITION_UNDEFORMED)

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@@ -468,6 +468,12 @@ void ShaderGraph::default_inputs(bool do_osl)
connect(geom->output("Position"), input);
}
else if(input->default_value == ShaderInput::TANGENT) {
if(!geom)
geom = new GeometryNode();
connect(geom->output("Tangent"), input);
}
}
}
}

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@@ -112,6 +112,7 @@ public:
INCOMING,
NORMAL,
POSITION,
TANGENT,
NONE
};

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@@ -1221,12 +1221,35 @@ WardBsdfNode::WardBsdfNode()
{
closure = CLOSURE_BSDF_WARD_ID;
add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
add_input("Roughness U", SHADER_SOCKET_FLOAT, 0.2f);
add_input("Roughness V", SHADER_SOCKET_FLOAT, 0.2f);
}
void WardBsdfNode::attributes(AttributeRequestSet *attributes)
{
ShaderInput *tangent_in = input("Tangent");
if(!tangent_in->link)
attributes->add(ATTR_STD_TANGENT);
ShaderNode::attributes(attributes);
}
void WardBsdfNode::compile(SVMCompiler& compiler)
{
ShaderInput *tangent_in = input("Tangent");
if(tangent_in->link) {
int attr = compiler.attribute(ATTR_STD_TANGENT);
compiler.stack_assign(tangent_in);
compiler.add_node(NODE_ATTR, attr, tangent_in->stack_offset, NODE_ATTR_FLOAT3);
compiler.add_node(NODE_CLOSURE_TANGENT, tangent_in->stack_offset);
}
else
compiler.add_node(NODE_CLOSURE_SET_TANGENT, tangent_in->value);
BsdfNode::compile(compiler, input("Roughness U"), input("Roughness V"));
}
@@ -1566,6 +1589,14 @@ GeometryNode::GeometryNode()
add_output("Backfacing", SHADER_SOCKET_FLOAT);
}
void GeometryNode::attributes(AttributeRequestSet *attributes)
{
if(!output("Tangent")->links.empty())
attributes->add(ATTR_STD_TANGENT);
ShaderNode::attributes(attributes);
}
void GeometryNode::compile(SVMCompiler& compiler)
{
ShaderOutput *out;

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@@ -201,6 +201,7 @@ public:
class WardBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(WardBsdfNode)
void attributes(AttributeRequestSet *attributes);
};
class DiffuseBsdfNode : public BsdfNode {
@@ -278,6 +279,7 @@ public:
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)
void attributes(AttributeRequestSet *attributes);
};
class TextureCoordinateNode : public ShaderNode {

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@@ -449,6 +449,7 @@ typedef enum AttributeStandard {
ATTR_STD_VERTEX_NORMAL,
ATTR_STD_FACE_NORMAL,
ATTR_STD_UV,
ATTR_STD_TANGENT,
ATTR_STD_GENERATED,
ATTR_STD_POSITION_UNDEFORMED,
ATTR_STD_POSITION_UNDISPLACED,

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@@ -2248,6 +2248,7 @@ static void registerShaderNodes(bNodeTreeType *ttype)
register_node_type_sh_particle_info(ttype);
register_node_type_sh_background(ttype);
register_node_type_sh_bsdf_anisotropic(ttype);
register_node_type_sh_bsdf_diffuse(ttype);
register_node_type_sh_bsdf_glossy(ttype);
register_node_type_sh_bsdf_glass(ttype);

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@@ -67,6 +67,7 @@ DefNode( ShaderNode, SH_NODE_ADD_SHADER, 0, "AD
DefNode( ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "" )
DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "" )
DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "" )
DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass Bsdf", "" )

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@@ -146,7 +146,7 @@ set(SRC
shader/nodes/node_shader_vectMath.c
shader/nodes/node_shader_attribute.c
shader/nodes/node_shader_background.c
# shader/nodes/node_shader_bsdf_anisotropic.c # XXX, why not included?
shader/nodes/node_shader_bsdf_anisotropic.c
shader/nodes/node_shader_bsdf_diffuse.c
shader/nodes/node_shader_bsdf_glossy.c
shader/nodes/node_shader_bsdf_glass.c

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@@ -88,6 +88,7 @@ void register_node_type_sh_bsdf_glass(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_translucent(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_transparent(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_velvet(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_anisotropic(struct bNodeTreeType *ttype);
void register_node_type_sh_emission(struct bNodeTreeType *ttype);
void register_node_type_sh_holdout(struct bNodeTreeType *ttype);
void register_node_type_sh_volume_transparent(struct bNodeTreeType *ttype);

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@@ -51,7 +51,7 @@ void register_node_type_sh_bsdf_anisotropic(bNodeTreeType *ttype)
{
static bNodeType ntype;
node_type_base(ttype, &ntype, SH_NODE_BSDF_ANISOTROPIC, "Glossy Anisotropic BSDF", NODE_CLASS_SHADER, 0);
node_type_base(ttype, &ntype, SH_NODE_BSDF_ANISOTROPIC, "Anisotropic BSDF", NODE_CLASS_SHADER, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_anisotropic_in, sh_node_bsdf_anisotropic_out);
node_type_size(&ntype, 150, 60, 200);