bevel->samples = b_bevel_node.samples();
node = bevel;
}
+ else if(b_node.is_a(&RNA_ShaderNodeDisplacement)) {
+ node = new DisplacementNode();
+ }
if(node) {
node->name = b_node.name();
node_convert_from_point.osl
node_convert_from_vector.osl
node_diffuse_bsdf.osl
+ node_displacement.osl
node_emission.osl
node_environment_texture.osl
node_fresnel.osl
--- /dev/null
+/*
+ * 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_displacement(
+ float Height = 0.0,
+ float Scale = 1.0,
+ normal Normal = N,
+ output vector Displacement = vector(0.0, 0.0, 0.0))
+{
+ Displacement = normalize(transform("object", Normal));
+ Displacement *= Height * Scale;
+ Displacement = transform("object", "world", Displacement);
+}
+
case NODE_SET_DISPLACEMENT:
svm_node_set_displacement(kg, sd, stack, node.y);
break;
+ case NODE_DISPLACEMENT:
+ svm_node_displacement(kg, sd, stack, node);
+ break;
# endif /* NODES_FEATURE(NODE_FEATURE_BUMP) */
# ifdef __TEXTURES__
case NODE_TEX_IMAGE:
{
#ifdef __RAY_DIFFERENTIALS__
/* get normal input */
- uint normal_offset, distance_offset, invert, use_object_space;
- decode_node_uchar4(node.y, &normal_offset, &distance_offset, &invert, &use_object_space);
+ uint normal_offset, scale_offset, invert, use_object_space;
+ decode_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;
float absdet = fabsf(det);
float strength = stack_load_float(stack, strength_offset);
- float distance = stack_load_float(stack, distance_offset);
+ float scale = stack_load_float(stack, scale_offset);
if(invert)
- distance *= -1.0f;
+ scale *= -1.0f;
strength = max(strength, 0.0f);
/* compute and output perturbed normal */
- float3 normal_out = safe_normalize(absdet*normal_in - distance*signf(det)*surfgrad);
+ float3 normal_out = safe_normalize(absdet*normal_in - scale*signf(det)*surfgrad);
if(is_zero(normal_out)) {
normal_out = normal_in;
}
sd->P += dP;
}
+ccl_device void svm_node_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ uint height_offset, scale_offset, normal_offset, displacement_offset;
+ decode_node_uchar4(node.y, &height_offset, &scale_offset, &normal_offset, &displacement_offset);
+
+ float height = stack_load_float(stack, height_offset);
+ float scale = stack_load_float(stack, scale_offset);
+ float3 normal = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
+
+ float3 dP = normal;
+ object_inverse_normal_transform(kg, sd, &dP);
+ dP *= height * scale;
+ object_dir_transform(kg, sd, &dP);
+
+ stack_store_float3(stack, displacement_offset, dP);
+}
+
CCL_NAMESPACE_END
NODE_ENTER_BUMP_EVAL,
NODE_LEAVE_BUMP_EVAL,
NODE_BEVEL,
+ NODE_DISPLACEMENT,
} ShaderNodeType;
typedef enum NodeAttributeType {
compiler.add(this, "node_bevel");
}
+/* Displacement */
+
+NODE_DEFINE(DisplacementNode)
+{
+ NodeType* type = NodeType::add("displacement", create, NodeType::SHADER);
+
+ SOCKET_IN_FLOAT(height, "Height", 0.0f);
+ SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
+ SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
+
+ SOCKET_OUT_VECTOR(displacement, "Displacement");
+
+ return type;
+}
+
+DisplacementNode::DisplacementNode()
+: ShaderNode(node_type)
+{
+}
+
+void DisplacementNode::compile(SVMCompiler& compiler)
+{
+ ShaderInput *height_in = input("Height");
+ ShaderInput *scale_in = input("Scale");
+ ShaderInput *normal_in = input("Normal");
+ ShaderOutput *displacement_out = output("Displacement");
+
+ compiler.add_node(NODE_DISPLACEMENT,
+ compiler.encode_uchar4(compiler.stack_assign(height_in),
+ compiler.stack_assign(scale_in),
+ compiler.stack_assign_if_linked(normal_in),
+ compiler.stack_assign(displacement_out)));
+}
+
+void DisplacementNode::compile(OSLCompiler& compiler)
+{
+ compiler.add(this, "node_displacement");
+}
+
CCL_NAMESPACE_END
int samples;
};
+class DisplacementNode : public ShaderNode {
+public:
+ SHADER_NODE_CLASS(DisplacementNode)
+ virtual int get_feature() {
+ return NODE_FEATURE_BUMP;
+ }
+
+ float height;
+ float scale;
+ float3 normal;
+};
+
CCL_NAMESPACE_END
#endif /* __NODES_H__ */
ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
+ NodeItem("ShaderNodeDisplacement"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
#define SH_NODE_TEX_POINTDENSITY 192
#define SH_NODE_BSDF_PRINCIPLED 193
#define SH_NODE_BEVEL 197
+#define SH_NODE_DISPLACEMENT 198
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1
register_node_type_sh_attribute();
register_node_type_sh_bevel();
+ register_node_type_sh_displacement();
register_node_type_sh_geometry();
register_node_type_sh_light_path();
register_node_type_sh_light_falloff();
result = N;
}
+void node_displacement(float height, float dist, vec3 N, out vec3 result)
+{
+ result = height * dist * N;
+}
+
/* output */
void node_output_material(vec4 surface, vec4 volume, float displacement, out vec4 result)
shader/nodes/node_shader_subsurface_scattering.c
shader/nodes/node_shader_tangent.c
shader/nodes/node_shader_bevel.c
+ shader/nodes/node_shader_displacement.c
shader/nodes/node_shader_tex_brick.c
shader/nodes/node_shader_tex_checker.c
shader/nodes/node_shader_tex_coord.c
void register_node_type_sh_attribute(void);
void register_node_type_sh_bevel(void);
+void register_node_type_sh_displacement(void);
void register_node_type_sh_geometry(void);
void register_node_type_sh_light_path(void);
void register_node_type_sh_light_falloff(void);
DefNode( ShaderNode, SH_NODE_SEPXYZ, 0, "SEPXYZ", SeparateXYZ, "Separate XYZ", "" )
DefNode( ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "" )
DefNode( ShaderNode, SH_NODE_BEVEL, def_sh_bevel, "BEVEL", Bevel, "Bevel", "" )
+DefNode( ShaderNode, SH_NODE_DISPLACEMENT, 0, "DISPLACEMENT", Displacement, "Displacement", "" )
DefNode( CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )
--- /dev/null
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_displacement_in[] = {
+ { SOCK_FLOAT, 0, N_("Height"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 0, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_displacement_out[] = {
+ { SOCK_VECTOR, 0, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static int gpu_shader_displacement(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ if (!in[2].link) {
+ GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[2].link);
+ }
+
+ return GPU_stack_link(mat, "node_displacement", in, out);
+}
+
+/* node type definition */
+void register_node_type_sh_displacement(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_DISPLACEMENT, "Displacement", NODE_CLASS_OP_VECTOR, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_displacement_in, sh_node_displacement_out);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, gpu_shader_displacement);
+
+ nodeRegisterType(&ntype);
+}