Files
blender/intern/cycles/kernel/shaders/node_bump.osl
Ray Molenkamp df1e9b662b Cleanup: Fix build warnings from OSL shader compilation
There were to copies of stdosl.h one from stock OSL
and one in the cycles tree augmented with cycles
specific closures.

moved the cycles ones to stdcycles.h and copied
the stock stdosl.h and accompanying headers from
the OSL shader folder.

for further details see D6812.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6812
2020-02-11 21:40:23 -07:00

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