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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 "stdosl.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);
- }
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