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node_shader_bump.cc
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node_shader_bump.cc
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/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
/* **************** BUMP ******************** */
namespace blender::nodes::node_shader_bump_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>("Strength")
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR)
.description(
"Strength of the bump mapping effect, interpolating between "
"no bump mapping and full bump mapping");
b.add_input<decl::Float>("Distance")
.default_value(1.0f)
.min(0.0f)
.max(1000.0f)
.description(
"Multiplier for the height value to control the overall distance for bump mapping");
b.add_input<decl::Float>("Height").default_value(1.0f).min(-1000.0f).max(1000.0f).hide_value();
b.add_input<decl::Vector>("Normal").min(-1.0f).max(1.0f).hide_value();
b.add_output<decl::Vector>("Normal");
}
static void node_shader_buts_bump(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "invert", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
static int gpu_shader_bump(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
/* If there is no Height input, the node becomes a no-op. */
if (!in[2].link) {
if (!in[3].link) {
return GPU_link(mat, "world_normals_get", &out[0].link);
}
else {
/* Actually running the bump code would normalize, but Cycles handles it as total no-op. */
return GPU_link(mat, "vector_copy", in[3].link, &out[0].link);
}
}
if (!in[3].link) {
GPU_link(mat, "world_normals_get", &in[3].link);
}
const char *height_function = GPU_material_split_sub_function(mat, GPU_FLOAT, &in[2].link);
/* TODO (Miguel Pozo):
* Currently, this doesn't compute the actual differentials, just the height at dX and dY
* offsets. The actual differentials are computed inside the GLSL node_bump function by
* subtracting the height input. This avoids redundant computations when the height input is
* also needed by regular nodes as part in the main function (See #103903 for context).
* A better option would be to add a "value" input socket (in this case the height) to the
* differentiate node, but currently this kind of intermediate nodes are pruned in the
* code generation process (see #104265), so we need to fix that first. */
GPUNodeLink *dheight = GPU_differentiate_float_function(height_function);
float invert = (node->custom1) ? -1.0 : 1.0;
return GPU_stack_link(mat, node, "node_bump", in, out, dheight, GPU_constant(&invert));
}
NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
NodeItem height = get_input_link("Height", NodeItem::Type::Float);
NodeItem normal = get_input_link("Normal", NodeItem::Type::Vector3);
if (!height) {
if (!normal) {
return create_node(
"normal", NodeItem::Type::Vector3, {{"space", val(std::string("world"))}});
}
return normal;
}
NodeItem strength = get_input_value("Strength", NodeItem::Type::Float);
NodeItem distance = get_input_value("Distance", NodeItem::Type::Float);
NodeItem height_normal = create_node(
"heighttonormal", NodeItem::Type::Vector3, {{"in", height}, {"scale", strength}});
return create_node("normalmap",
NodeItem::Type::Vector3,
{{"in", height_normal},
{"scale", node_->custom1 ? distance * val(-1.0f) : distance},
{"normal", normal}});
}
#endif
NODE_SHADER_MATERIALX_END
} // namespace blender::nodes::node_shader_bump_cc
/* node type definition */
void register_node_type_sh_bump()
{
namespace file_ns = blender::nodes::node_shader_bump_cc;
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BUMP, "Bump", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_shader_buts_bump;
ntype.gpu_fn = file_ns::gpu_shader_bump;
ntype.materialx_fn = file_ns::node_shader_materialx;
nodeRegisterType(&ntype);
}