Files
blender/intern/cycles/kernel/svm/displace.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

181 lines
5.7 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "kernel/sample/mapping.h"
CCL_NAMESPACE_BEGIN
/* Bump Node */
ccl_device_noinline void svm_node_set_bump(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
uint normal_offset, scale_offset, invert, 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;
float3 dPdx = sd->dP.dx;
float3 dPdy = sd->dP.dy;
if (use_object_space) {
object_inverse_normal_transform(kg, sd, &normal_in);
object_inverse_dir_transform(kg, sd, &dPdx);
object_inverse_dir_transform(kg, sd, &dPdy);
}
/* get surface tangents from normal */
float3 Rx = cross(dPdy, normal_in);
float3 Ry = cross(normal_in, dPdx);
/* get bump values */
uint c_offset, x_offset, y_offset, strength_offset;
svm_unpack_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_offset);
float h_c = stack_load_float(stack, c_offset);
float h_x = stack_load_float(stack, x_offset);
float h_y = stack_load_float(stack, y_offset);
/* compute surface gradient and determinant */
float det = dot(dPdx, Rx);
float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
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 */
float3 normal_out = safe_normalize(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);
}
normal_out = ensure_valid_reflection(sd->Ng, sd->I, normal_out);
stack_store_float3(stack, node.w, normal_out);
#endif
}
/* Displacement Node */
ccl_device void svm_node_set_displacement(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint fac_offset)
{
float3 dP = stack_load_float3(stack, fac_offset);
sd->P += dP;
}
ccl_device_noinline void svm_node_displacement(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
uint height_offset, midlevel_offset, scale_offset, normal_offset;
svm_unpack_node_uchar4(node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
float height = stack_load_float(stack, height_offset);
float midlevel = stack_load_float(stack, midlevel_offset);
float scale = stack_load_float(stack, scale_offset);
float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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);
}
ccl_device_noinline int svm_node_vector_displacement(
KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
{
uint4 data_node = read_node(kg, &offset);
uint space = data_node.x;
uint vector_offset, midlevel_offset, scale_offset, displacement_offset;
svm_unpack_node_uchar4(
node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
float3 vector = stack_load_float3(stack, vector_offset);
float midlevel = stack_load_float(stack, midlevel_offset);
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, NULL, NULL);
}
else {
tangent = normalize(sd->dPdu);
}
float3 bitangent = normalize(cross(normal, tangent));
const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
if (attr_sign.offset != ATTR_STD_NOT_FOUND) {
float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
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);
return offset;
}
CCL_NAMESPACE_END