Cycles: Add a "Normal" input socket to the Layer Weight node + GLSL drawing code.
Patch by lichtwerk (Philipp Oeser). Differential Revision: http://developer.blender.org/D28
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@ -39,10 +39,12 @@ ccl_device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node)
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{
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uint blend_offset = node.y;
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uint blend_value = node.z;
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float blend = (stack_valid(blend_offset))? stack_load_float(stack, blend_offset): __uint_as_float(blend_value);
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uint type, out_offset;
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decode_node_uchar4(node.w, &type, &out_offset, NULL, NULL);
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uint type, normal_offset, out_offset;
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decode_node_uchar4(node.w, &type, &normal_offset, &out_offset, NULL);
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float blend = (stack_valid(blend_offset))? stack_load_float(stack, blend_offset): __uint_as_float(blend_value);
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float3 normal_in = (stack_valid(normal_offset))? stack_load_float3(stack, normal_offset): sd->N;
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float f;
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@ -50,10 +52,10 @@ ccl_device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node)
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float eta = fmaxf(1.0f - blend, 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta;
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f = fresnel_dielectric_cos(dot(sd->I, sd->N), eta);
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f = fresnel_dielectric_cos(dot(sd->I, normal_in), eta);
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}
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else {
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f = fabsf(dot(sd->I, sd->N));
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f = fabsf(dot(sd->I, normal_in));
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if(blend != 0.5f) {
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blend = clamp(blend, 0.0f, 1.0f-1e-5f);
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@ -3198,8 +3198,12 @@ LayerWeightNode::LayerWeightNode()
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void LayerWeightNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *normal_in = input("Normal");
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ShaderInput *blend_in = input("Blend");
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if(normal_in->link)
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compiler.stack_assign(normal_in);
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if(blend_in->link)
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compiler.stack_assign(blend_in);
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@ -3207,14 +3211,14 @@ void LayerWeightNode::compile(SVMCompiler& compiler)
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if(!fresnel_out->links.empty()) {
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compiler.stack_assign(fresnel_out);
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compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
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compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, fresnel_out->stack_offset));
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compiler.encode_uchar4(NODE_LAYER_WEIGHT_FRESNEL, normal_in->stack_offset, fresnel_out->stack_offset));
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}
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ShaderOutput *facing_out = output("Facing");
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if(!facing_out->links.empty()) {
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compiler.stack_assign(facing_out);
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compiler.add_node(NODE_LAYER_WEIGHT, blend_in->stack_offset, __float_as_int(blend_in->value.x),
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compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, facing_out->stack_offset));
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compiler.encode_uchar4(NODE_LAYER_WEIGHT_FACING, normal_in->stack_offset, facing_out->stack_offset));
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}
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}
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@ -2159,6 +2159,24 @@ void node_fresnel(float ior, vec3 N, vec3 I, out float result)
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result = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? eta: 1.0/eta);
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}
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/* layer_weight */
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void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
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{
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/* fresnel */
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float eta = max(1.0 - blend, 0.00001);
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fresnel = fresnel_dielectric(normalize(I), N, (gl_FrontFacing)? 1.0/eta : eta );
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/* facing */
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facing = abs(dot(normalize(I), N));
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if(blend != 0.5) {
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blend = clamp(blend, 0.0, 0.99999);
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blend = (blend < 0.5)? 2.0*blend: 0.5/(1.0 - blend);
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facing = pow(facing, blend);
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}
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facing = 1.0 - facing;
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}
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/* gamma */
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void node_gamma(vec4 col, float gamma, out vec4 outcol)
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@ -31,6 +31,7 @@
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static bNodeSocketTemplate sh_node_layer_weight_in[] = {
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{ SOCK_FLOAT, 1, N_("Blend"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
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{ -1, 0, "" }
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};
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@ -40,9 +41,12 @@ static bNodeSocketTemplate sh_node_layer_weight_out[] = {
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{ -1, 0, "" }
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};
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static int node_shader_gpu_layer_weight(GPUMaterial *UNUSED(mat), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *UNUSED(in), GPUNodeStack *UNUSED(out))
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static int node_shader_gpu_layer_weight(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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return 0;
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if (!in[1].link)
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in[1].link = GPU_builtin(GPU_VIEW_NORMAL);
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return GPU_stack_link(mat, "node_layer_weight", in, out, GPU_builtin(GPU_VIEW_POSITION));
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}
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/* node type definition */
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