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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"
- shader node_normal_map(normal NormalIn = N,
- float Strength = 1.0,
- color Color = color(0.5, 0.5, 1.0),
- string space = "tangent",
- string attr_name = "geom:tangent",
- string attr_sign_name = "geom:tangent_sign",
- output normal Normal = NormalIn)
- {
- color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
- int is_backfacing = backfacing();
- if (space == "tangent") {
- vector tangent;
- vector ninterp;
- float tangent_sign;
- float is_smooth;
- getattribute("geom:is_smooth", is_smooth);
- if (!is_smooth) {
- ninterp = normalize(transform("world", "object", Ng));
- /* the normal is already inverted, which is too soon for the math here */
- if (is_backfacing) {
- ninterp = -ninterp;
- }
- }
- // get _unnormalized_ interpolated normal and tangent
- if (getattribute(attr_name, tangent) && getattribute(attr_sign_name, tangent_sign) &&
- (!is_smooth || getattribute("geom:N", ninterp))) {
- // apply normal map
- vector B = tangent_sign * cross(ninterp, tangent);
- Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * ninterp);
- // transform to world space
- Normal = normalize(transform("object", "world", Normal));
- }
- else {
- Normal = normal(0, 0, 0);
- }
- }
- else if (space == "object") {
- Normal = normalize(transform("object", "world", vector(mcolor)));
- }
- else if (space == "world") {
- Normal = normalize(vector(mcolor));
- }
- else if (space == "blender_object") {
- /* strange blender convention */
- mcolor[1] = -mcolor[1];
- mcolor[2] = -mcolor[2];
- Normal = normalize(transform("object", "world", vector(mcolor)));
- }
- else if (space == "blender_world") {
- /* strange blender convention */
- mcolor[1] = -mcolor[1];
- mcolor[2] = -mcolor[2];
- Normal = normalize(vector(mcolor));
- }
- /* invert normal for backfacing polygons */
- if (is_backfacing) {
- Normal = -Normal;
- }
- if (Strength != 1.0)
- Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
- Normal = ensure_valid_reflection(Ng, I, Normal);
- }
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