Cycles: add Vector Displacement node and extend Displacement node.

This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.

Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.

Differential Revision: https://developer.blender.org/D1734
This commit is contained in:
Brecht Van Lommel 2018-01-21 00:40:42 +01:00
parent 37beac8eb8
commit f9ea097a87
24 changed files with 502 additions and 48 deletions

View File

@ -119,6 +119,7 @@ def displacement_node_insert(material, nodetree, traversed):
node.location[0] = 0.5 * (from_node.location[0] + to_node.location[0]);
node.location[1] = 0.5 * (from_node.location[1] + to_node.location[1]);
node.inputs['Scale'].default_value = 0.1
node.inputs['Midlevel'].default_value = 0.0
nodetree.links.new(from_socket, node.inputs['Height'])
nodetree.links.new(node.outputs['Displacement'], to_socket)
@ -129,6 +130,11 @@ def displacement_nodes_insert():
if check_is_new_shading_material(material):
displacement_node_insert(material, material.node_tree, traversed)
def displacement_node_space(node):
if node.bl_idname == 'ShaderNodeDisplacement':
if node.space != 'WORLD':
node.space = 'OBJECT'
def mapping_node_order_flip(node):
"""
@ -365,3 +371,5 @@ def do_versions(self):
cmat = mat.cycles
if not cmat.is_property_set("displacement_method"):
cmat.displacement_method = 'BUMP'
foreach_cycles_node(displacement_node_space)

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@ -97,8 +97,11 @@ struct MikkUserData {
if(layer_name == NULL) {
Attribute *attr_orco = attributes.find(ATTR_STD_GENERATED);
orco = attr_orco->data_float3();
mesh_texture_space(*(BL::Mesh*)&b_mesh, orco_loc, orco_size);
if(attr_orco) {
orco = attr_orco->data_float3();
mesh_texture_space(*(BL::Mesh*)&b_mesh, orco_loc, orco_size);
}
}
else {
Attribute *attr_uv = attributes.find(ustring(layer_name));

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@ -873,7 +873,17 @@ static ShaderNode *add_node(Scene *scene,
node = bevel;
}
else if(b_node.is_a(&RNA_ShaderNodeDisplacement)) {
node = new DisplacementNode();
BL::ShaderNodeDisplacement b_disp_node(b_node);
DisplacementNode *disp = new DisplacementNode();
disp->space = (NodeNormalMapSpace)b_disp_node.space();
node = disp;
}
else if(b_node.is_a(&RNA_ShaderNodeVectorDisplacement)) {
BL::ShaderNodeVectorDisplacement b_disp_node(b_node);
VectorDisplacementNode *disp = new VectorDisplacementNode();
disp->space = (NodeNormalMapSpace)b_disp_node.space();
disp->attribute = "";
node = disp;
}
if(node) {

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@ -24,6 +24,7 @@ set(SRC_OSL
node_convert_from_vector.osl
node_diffuse_bsdf.osl
node_displacement.osl
node_vector_displacement.osl
node_emission.osl
node_environment_texture.osl
node_fresnel.osl

View File

@ -17,13 +17,22 @@
#include "stdosl.h"
shader node_displacement(
string space = "object",
float Height = 0.0,
float Midlevel = 0.5,
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);
Displacement = Normal;
if(space == "object") {
Displacement = transform("object", Displacement);
}
Displacement = normalize(Displacement) * (Height - Midlevel) * Scale;
if(space == "object") {
Displacement = transform("object", "world", Displacement);
}
}

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@ -0,0 +1,60 @@
/*
* 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_vector_displacement(
color Vector = color(0.0, 0.0, 0.0),
float Midlevel = 0.0,
float Scale = 1.0,
string space = "tangent",
string attr_name = "geom:tangent",
string attr_sign_name = "geom:tangent_sign",
output vector Displacement = vector(0.0, 0.0, 0.0))
{
vector offset = (Vector - vector(Midlevel)) * Scale;
if(space == "tangent") {
/* Tangent space. */
vector N_object = normalize(transform("world", "object", N));
vector T_object;
if(getattribute(attr_name, T_object)) {
T_object = normalize(T_object);
}
else {
T_object = normalize(dPdu);
}
vector B_object = normalize(cross(N_object, T_object));
float tangent_sign;
if(getattribute(attr_sign_name, tangent_sign)) {
B_object *= tangent_sign;
}
Displacement = T_object*offset[0] + N_object*offset[1] + B_object*offset[2];
}
else {
/* Object or world space. */
Displacement = offset;
}
if(space != "world") {
/* Tangent or object space. */
Displacement = transform("object", "world", Displacement);
}
}

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@ -270,6 +270,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
case NODE_DISPLACEMENT:
svm_node_displacement(kg, sd, stack, node);
break;
case NODE_VECTOR_DISPLACEMENT:
svm_node_vector_displacement(kg, sd, stack, node, &offset);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_BUMP) */
# ifdef __TEXTURES__
case NODE_TEX_IMAGE:

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@ -89,17 +89,72 @@ ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, flo
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);
uint height_offset, midlevel_offset, scale_offset, normal_offset;
decode_node_uchar4(node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
float height = stack_load_float(stack, height_offset);
float midlevel = stack_load_float(stack, midlevel_offset);
float scale = stack_load_float(stack, scale_offset);
float3 normal = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
uint space = node.w;
float3 dP = normal;
object_inverse_normal_transform(kg, sd, &dP);
dP *= height * scale;
object_dir_transform(kg, sd, &dP);
if(space == NODE_NORMAL_MAP_OBJECT) {
/* Object space. */
object_inverse_normal_transform(kg, sd, &dP);
dP *= (height - midlevel) * scale;
object_dir_transform(kg, sd, &dP);
}
else {
/* World space. */
dP *= (height - midlevel) * scale;
}
stack_store_float3(stack, node.z, dP);
}
ccl_device void svm_node_vector_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 data_node = read_node(kg, offset);
uint space = data_node.x;
uint vector_offset, midlevel_offset,scale_offset, displacement_offset;
decode_node_uchar4(node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
float3 vector = stack_load_float3(stack, vector_offset);
float midlevel = stack_load_float(stack, midlevel_offset);
float scale = stack_load_float(stack, scale_offset);
float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
if(space == NODE_NORMAL_MAP_TANGENT) {
/* Tangent space. */
float3 normal = sd->N;
object_inverse_normal_transform(kg, sd, &normal);
const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
float3 tangent;
if(attr.offset != ATTR_STD_NOT_FOUND) {
tangent = primitive_attribute_float3(kg, sd, attr, NULL, NULL);
}
else {
tangent = normalize(sd->dPdu);
}
float3 bitangent = normalize(cross(normal, tangent));;
const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
if(attr_sign.offset != ATTR_STD_NOT_FOUND) {
float sign = primitive_attribute_float(kg, sd, attr_sign, NULL, NULL);
bitangent *= sign;
}
dP = tangent*dP.x + normal*dP.y + bitangent*dP.z;
}
if(space != NODE_NORMAL_MAP_WORLD) {
/* Tangent or object space. */
object_dir_transform(kg, sd, &dP);
}
stack_store_float3(stack, displacement_offset, dP);
}

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@ -134,6 +134,7 @@ typedef enum ShaderNodeType {
NODE_LEAVE_BUMP_EVAL,
NODE_BEVEL,
NODE_DISPLACEMENT,
NODE_VECTOR_DISPLACEMENT,
} ShaderNodeType;
typedef enum NodeAttributeType {

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@ -5650,7 +5650,14 @@ NODE_DEFINE(DisplacementNode)
{
NodeType* type = NodeType::add("displacement", create, NodeType::SHADER);
static NodeEnum space_enum;
space_enum.insert("object", NODE_NORMAL_MAP_OBJECT);
space_enum.insert("world", NODE_NORMAL_MAP_WORLD);
SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT);
SOCKET_IN_FLOAT(height, "Height", 0.0f);
SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f);
SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
@ -5667,20 +5674,116 @@ DisplacementNode::DisplacementNode()
void DisplacementNode::compile(SVMCompiler& compiler)
{
ShaderInput *height_in = input("Height");
ShaderInput *midlevel_in = input("Midlevel");
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(midlevel_in),
compiler.stack_assign(scale_in),
compiler.stack_assign_if_linked(normal_in),
compiler.stack_assign(displacement_out)));
compiler.stack_assign_if_linked(normal_in)),
compiler.stack_assign(displacement_out),
space);
}
void DisplacementNode::compile(OSLCompiler& compiler)
{
compiler.parameter(this, "space");
compiler.add(this, "node_displacement");
}
/* Vector Displacement */
NODE_DEFINE(VectorDisplacementNode)
{
NodeType* type = NodeType::add("vector_displacement", create, NodeType::SHADER);
static NodeEnum space_enum;
space_enum.insert("tangent", NODE_NORMAL_MAP_TANGENT);
space_enum.insert("object", NODE_NORMAL_MAP_OBJECT);
space_enum.insert("world", NODE_NORMAL_MAP_WORLD);
SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT);
SOCKET_STRING(attribute, "Attribute", ustring(""));
SOCKET_IN_COLOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f);
SOCKET_IN_FLOAT(scale, "Scale", 1.0f);
SOCKET_OUT_VECTOR(displacement, "Displacement");
return type;
}
VectorDisplacementNode::VectorDisplacementNode()
: ShaderNode(node_type)
{
}
void VectorDisplacementNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(shader->has_surface && space == NODE_NORMAL_MAP_TANGENT) {
if(attribute == ustring("")) {
attributes->add(ATTR_STD_UV_TANGENT);
attributes->add(ATTR_STD_UV_TANGENT_SIGN);
}
else {
attributes->add(ustring((string(attribute.c_str()) + ".tangent").c_str()));
attributes->add(ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
}
attributes->add(ATTR_STD_VERTEX_NORMAL);
}
ShaderNode::attributes(shader, attributes);
}
void VectorDisplacementNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *midlevel_in = input("Midlevel");
ShaderInput *scale_in = input("Scale");
ShaderOutput *displacement_out = output("Displacement");
int attr = 0, attr_sign = 0;
if(space == NODE_NORMAL_MAP_TANGENT) {
if(attribute == ustring("")) {
attr = compiler.attribute(ATTR_STD_UV_TANGENT);
attr_sign = compiler.attribute(ATTR_STD_UV_TANGENT_SIGN);
}
else {
attr = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent").c_str()));
attr_sign = compiler.attribute(ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
}
}
compiler.add_node(NODE_VECTOR_DISPLACEMENT,
compiler.encode_uchar4(compiler.stack_assign(vector_in),
compiler.stack_assign(midlevel_in),
compiler.stack_assign(scale_in),
compiler.stack_assign(displacement_out)),
attr, attr_sign);
compiler.add_node(space);
}
void VectorDisplacementNode::compile(OSLCompiler& compiler)
{
if(space == NODE_NORMAL_MAP_TANGENT) {
if(attribute == ustring("")) {
compiler.parameter("attr_name", ustring("geom:tangent"));
compiler.parameter("attr_sign_name", ustring("geom:tangent_sign"));
}
else {
compiler.parameter("attr_name", ustring((string(attribute.c_str()) + ".tangent").c_str()));
compiler.parameter("attr_sign_name", ustring((string(attribute.c_str()) + ".tangent_sign").c_str()));
}
}
compiler.parameter(this, "space");
compiler.add(this, "node_vector_displacement");
}
CCL_NAMESPACE_END

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@ -1034,11 +1034,28 @@ public:
return NODE_FEATURE_BUMP;
}
NodeNormalMapSpace space;
float height;
float midlevel;
float scale;
float3 normal;
};
class VectorDisplacementNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorDisplacementNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
virtual int get_feature() {
return NODE_FEATURE_BUMP;
}
NodeNormalMapSpace space;
ustring attribute;
float3 vector;
float midlevel;
float scale;
};
CCL_NAMESPACE_END
#endif /* __NODES_H__ */

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@ -272,6 +272,7 @@ shader_node_categories = [
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
NodeItem("ShaderNodeDisplacement"),
NodeItem("ShaderNodeVectorDisplacement"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),

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@ -791,6 +791,7 @@ struct ShadeResult;
#define SH_NODE_BSDF_PRINCIPLED 193
#define SH_NODE_BEVEL 197
#define SH_NODE_DISPLACEMENT 198
#define SH_NODE_VECTOR_DISPLACEMENT 199
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1

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@ -3590,6 +3590,7 @@ static void registerShaderNodes(void)
register_node_type_sh_attribute();
register_node_type_sh_bevel();
register_node_type_sh_displacement();
register_node_type_sh_vector_displacement();
register_node_type_sh_geometry();
register_node_type_sh_light_path();
register_node_type_sh_light_falloff();

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@ -1036,7 +1036,7 @@ static void node_shader_buts_normal_map(uiLayout *layout, bContext *C, PointerRN
{
uiItemR(layout, ptr, "space", 0, "", 0);
if (RNA_enum_get(ptr, "space") == SHD_NORMAL_MAP_TANGENT) {
if (RNA_enum_get(ptr, "space") == SHD_SPACE_TANGENT) {
PointerRNA obptr = CTX_data_pointer_get(C, "active_object");
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
@ -1048,6 +1048,11 @@ static void node_shader_buts_normal_map(uiLayout *layout, bContext *C, PointerRN
}
}
static void node_shader_buts_displacement(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "space", 0, "", 0);
}
static void node_shader_buts_tangent(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
uiLayout *split, *row;
@ -1239,6 +1244,10 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_NORMAL_MAP:
ntype->draw_buttons = node_shader_buts_normal_map;
break;
case SH_NODE_DISPLACEMENT:
case SH_NODE_VECTOR_DISPLACEMENT:
ntype->draw_buttons = node_shader_buts_displacement;
break;
case SH_NODE_TANGENT:
ntype->draw_buttons = node_shader_buts_tangent;
break;

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@ -3827,9 +3827,38 @@ void node_bevel(float radius, vec3 N, out vec3 result)
result = N;
}
void node_displacement(float height, float dist, vec3 N, out vec3 result)
void node_displacement_object(float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
{
result = height * dist * N;
N = (vec4(N, 0.0) * obmat).xyz;
result = (height - midlevel) * scale * normalize(N);
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
void node_vector_displacement_tangent(vec4 vector, float midlevel, float scale, vec4 tangent, vec3 normal, mat4 obmat, mat4 viewmat, out vec3 result)
{
vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
vec3 offset = (vector.xyz - vec3(midlevel)) * scale;
result = offset.x * T_object + offset.y * N_object + offset.z * B_object;
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_vector_displacement_object(vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result)
{
result = (vector.xyz - vec3(midlevel)) * scale;
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result)
{
result = (vector.xyz - vec3(midlevel)) * scale;
}
/* output */

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@ -1029,12 +1029,12 @@ typedef struct NodeSunBeams {
#define SHD_TANGENT_AXIS_Y 1
#define SHD_TANGENT_AXIS_Z 2
/* normal map space */
#define SHD_NORMAL_MAP_TANGENT 0
#define SHD_NORMAL_MAP_OBJECT 1
#define SHD_NORMAL_MAP_WORLD 2
#define SHD_NORMAL_MAP_BLENDER_OBJECT 3
#define SHD_NORMAL_MAP_BLENDER_WORLD 4
/* normal map, displacement space */
#define SHD_SPACE_TANGENT 0
#define SHD_SPACE_OBJECT 1
#define SHD_SPACE_WORLD 2
#define SHD_SPACE_BLENDER_OBJECT 3
#define SHD_SPACE_BLENDER_WORLD 4
/* math node clamp */
#define SHD_MATH_CLAMP 1

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@ -4328,11 +4328,11 @@ static void def_sh_uvalongstroke(StructRNA *srna)
static void def_sh_normal_map(StructRNA *srna)
{
static const EnumPropertyItem prop_space_items[] = {
{SHD_NORMAL_MAP_TANGENT, "TANGENT", 0, "Tangent Space", "Tangent space normal mapping"},
{SHD_NORMAL_MAP_OBJECT, "OBJECT", 0, "Object Space", "Object space normal mapping"},
{SHD_NORMAL_MAP_WORLD, "WORLD", 0, "World Space", "World space normal mapping"},
{SHD_NORMAL_MAP_BLENDER_OBJECT, "BLENDER_OBJECT", 0, "Blender Object Space", "Object space normal mapping, compatible with Blender render baking"},
{SHD_NORMAL_MAP_BLENDER_WORLD, "BLENDER_WORLD", 0, "Blender World Space", "World space normal mapping, compatible with Blender render baking"},
{SHD_SPACE_TANGENT, "TANGENT", 0, "Tangent Space", "Tangent space normal mapping"},
{SHD_SPACE_OBJECT, "OBJECT", 0, "Object Space", "Object space normal mapping"},
{SHD_SPACE_WORLD, "WORLD", 0, "World Space", "World space normal mapping"},
{SHD_SPACE_BLENDER_OBJECT, "BLENDER_OBJECT", 0, "Blender Object Space", "Object space normal mapping, compatible with Blender render baking"},
{SHD_SPACE_BLENDER_WORLD, "BLENDER_WORLD", 0, "Blender World Space", "World space normal mapping, compatible with Blender render baking"},
{0, NULL, 0, NULL, NULL}
};
@ -4352,6 +4352,45 @@ static void def_sh_normal_map(StructRNA *srna)
RNA_def_struct_sdna_from(srna, "bNode", NULL);
}
static void def_sh_displacement(StructRNA *srna)
{
static const EnumPropertyItem prop_space_items[] = {
{SHD_SPACE_OBJECT, "OBJECT", 0, "Object Space", "Displacement is in object space, affected by object scale"},
{SHD_SPACE_WORLD, "WORLD", 0, "World Space", "Displacement is in world space, not affected by object scale"},
{0, NULL, 0, NULL, NULL}
};
PropertyRNA *prop;
prop = RNA_def_property(srna, "space", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, prop_space_items);
RNA_def_property_ui_text(prop, "Space", "Space of the input height");
RNA_def_property_update(prop, 0, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "bNode", NULL);
}
static void def_sh_vector_displacement(StructRNA *srna)
{
static const EnumPropertyItem prop_space_items[] = {
{SHD_SPACE_TANGENT, "TANGENT", 0, "Tangent Space", "Tagent space vector displacement mapping"},
{SHD_SPACE_OBJECT, "OBJECT", 0, "Object Space", "Object space vector displacement mapping"},
{SHD_SPACE_WORLD, "WORLD", 0, "World Space", "World space vector displacement mapping"},
{0, NULL, 0, NULL, NULL}
};
PropertyRNA *prop;
prop = RNA_def_property(srna, "space", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, prop_space_items);
RNA_def_property_ui_text(prop, "Space", "Space of the input height");
RNA_def_property_update(prop, 0, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "bNode", NULL);
}
static void def_sh_tangent(StructRNA *srna)
{
static const EnumPropertyItem prop_direction_type_items[] = {

View File

@ -194,6 +194,7 @@ set(SRC
shader/nodes/node_shader_tangent.c
shader/nodes/node_shader_bevel.c
shader/nodes/node_shader_displacement.c
shader/nodes/node_shader_vector_displacement.c
shader/nodes/node_shader_tex_brick.c
shader/nodes/node_shader_tex_checker.c
shader/nodes/node_shader_tex_coord.c

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@ -80,6 +80,7 @@ void register_node_type_sh_tex_pointdensity(void);
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_vector_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);

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@ -127,7 +127,8 @@ DefNode( ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UV
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( ShaderNode, SH_NODE_DISPLACEMENT, def_sh_displacement, "DISPLACEMENT", Displacement, "Displacement", "" )
DefNode( ShaderNode, SH_NODE_VECTOR_DISPLACEMENT,def_sh_vector_displacement,"VECTOR_DISPLACEMENT",VectorDisplacement,"Vector Displacement","" )
DefNode( CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )

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@ -31,6 +31,7 @@
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_("Midlevel"), 0.0f, 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, "" }
@ -41,13 +42,30 @@ static bNodeSocketTemplate sh_node_displacement_out[] = {
{ -1, 0, "" }
};
static int gpu_shader_displacement(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
static void node_shader_init_displacement(bNodeTree *UNUSED(ntree), bNode *node)
{
if (!in[2].link) {
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[2].link);
node->custom1 = SHD_SPACE_OBJECT; /* space */
/* Set default value here for backwards compatibility. */
for (bNodeSocket *sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "Midlevel")) {
((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f;
}
}
}
static int gpu_shader_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[3].link) {
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL), GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &in[3].link);
}
return GPU_stack_link(mat, "node_displacement", in, out);
if(node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {
return GPU_stack_link(mat, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
}
/* node type definition */
@ -59,6 +77,7 @@ void register_node_type_sh_displacement(void)
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_init(&ntype, node_shader_init_displacement);
node_type_gpu(&ntype, gpu_shader_displacement);
nodeRegisterType(&ntype);

View File

@ -68,7 +68,7 @@ static void node_shader_exec_normal_map(
float *N = shi->nmapnorm;
int uv_index = 0;
switch (nm->space) {
case SHD_NORMAL_MAP_TANGENT:
case SHD_SPACE_TANGENT:
if (nm->uv_map[0]) {
/* find uv map by name */
for (int i = 0; i < shi->totuv; i++) {
@ -96,8 +96,8 @@ static void node_shader_exec_normal_map(
}
break;
case SHD_NORMAL_MAP_OBJECT:
case SHD_NORMAL_MAP_BLENDER_OBJECT:
case SHD_SPACE_OBJECT:
case SHD_SPACE_BLENDER_OBJECT:
if (shi->use_world_space_shading) {
mul_mat3_m4_v3((float (*)[4])RE_object_instance_get_matrix(shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB), vecIn);
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
@ -107,8 +107,8 @@ static void node_shader_exec_normal_map(
interp_v3_v3v3(out[0]->vec, N, vecIn, strength);
break;
case SHD_NORMAL_MAP_WORLD:
case SHD_NORMAL_MAP_BLENDER_WORLD:
case SHD_SPACE_WORLD:
case SHD_SPACE_BLENDER_WORLD:
if (shi->use_world_space_shading)
mul_mat3_m4_v3((float (*)[4])RE_render_current_get_matrix(RE_VIEWINV_MATRIX), N);
else
@ -150,10 +150,10 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
/* ******* CYCLES or BLENDER INTERNAL with world space shading flag ******* */
const char *color_to_normal_fnc_name = "color_to_normal_new_shading";
if (nm->space == SHD_NORMAL_MAP_BLENDER_OBJECT || nm->space == SHD_NORMAL_MAP_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat))
if (nm->space == SHD_SPACE_BLENDER_OBJECT || nm->space == SHD_SPACE_BLENDER_WORLD || !GPU_material_use_new_shading_nodes(mat))
color_to_normal_fnc_name = "color_to_blender_normal_new_shading";
switch (nm->space) {
case SHD_NORMAL_MAP_TANGENT:
case SHD_SPACE_TANGENT:
GPU_link(mat, "color_to_normal_new_shading", realnorm, &realnorm);
GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
GPU_link(mat, "vec_math_mix", strength, realnorm, GPU_builtin(GPU_VIEW_NORMAL), &out[0].link);
@ -161,14 +161,14 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
GPU_link(mat, "direction_transform_m4v3", out[0].link, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &out[0].link);
GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
return true;
case SHD_NORMAL_MAP_OBJECT:
case SHD_NORMAL_MAP_BLENDER_OBJECT:
case SHD_SPACE_OBJECT:
case SHD_SPACE_BLENDER_OBJECT:
GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_OBJECT_MATRIX), &realnorm);
break;
case SHD_NORMAL_MAP_WORLD:
case SHD_NORMAL_MAP_BLENDER_WORLD:
case SHD_SPACE_WORLD:
case SHD_SPACE_BLENDER_WORLD:
GPU_link(mat, "direction_transform_m4v3", negnorm, GPU_builtin(GPU_INVERSE_VIEW_MATRIX), &negnorm);
GPU_link(mat, color_to_normal_fnc_name, realnorm, &realnorm);
break;
@ -184,15 +184,15 @@ static int gpu_shader_normal_map(GPUMaterial *mat, bNode *node, bNodeExecData *U
GPU_link(mat, "vec_math_negate", negnorm, &negnorm);
switch (nm->space) {
case SHD_NORMAL_MAP_TANGENT:
case SHD_SPACE_TANGENT:
GPU_link(mat, "node_normal_map", GPU_attribute(CD_TANGENT, nm->uv_map), negnorm, realnorm, &realnorm);
break;
case SHD_NORMAL_MAP_OBJECT:
case SHD_NORMAL_MAP_BLENDER_OBJECT:
case SHD_SPACE_OBJECT:
case SHD_SPACE_BLENDER_OBJECT:
GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_LOC_TO_VIEW_MATRIX), &realnorm);
break;
case SHD_NORMAL_MAP_WORLD:
case SHD_NORMAL_MAP_BLENDER_WORLD:
case SHD_SPACE_WORLD:
case SHD_SPACE_BLENDER_WORLD:
GPU_link(mat, "direction_transform_m4v3", realnorm, GPU_builtin(GPU_VIEW_MATRIX), &realnorm);
break;
}

View File

@ -0,0 +1,82 @@
/*
* ***** 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_vector_displacement_in[] = {
{ SOCK_RGBA, 0, N_("Vector"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_FLOAT, 0, N_("Midlevel"), 0.0f, 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},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_vector_displacement_out[] = {
{ SOCK_VECTOR, 0, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_init_vector_displacement(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_SPACE_TANGENT; /* space */
}
static int gpu_shader_vector_displacement(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if(node->custom1 == SHD_SPACE_TANGENT) {
return GPU_stack_link(mat,
"node_vector_displacement_tangent",
in,
out,
GPU_attribute(CD_TANGENT, ""),
GPU_builtin(GPU_VIEW_NORMAL),
GPU_builtin(GPU_OBJECT_MATRIX),
GPU_builtin(GPU_VIEW_MATRIX));
}
else if(node->custom1 == SHD_SPACE_OBJECT) {
return GPU_stack_link(mat, "node_vector_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
}
else {
return GPU_stack_link(mat, "node_vector_displacement_world", in, out);
}
}
/* node type definition */
void register_node_type_sh_vector_displacement(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECTOR_DISPLACEMENT, "Vector Displacement", NODE_CLASS_OP_VECTOR, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_vector_displacement_in, sh_node_vector_displacement_out);
node_type_storage(&ntype, "", NULL, NULL);
node_type_init(&ntype, node_shader_init_vector_displacement);
node_type_gpu(&ntype, gpu_shader_vector_displacement);
nodeRegisterType(&ntype);
}