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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/kernel/svm/displace.h
2026-08-12 04:47:48 -04:00

198 lines
6.2 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/geom/attribute.h"
#include "kernel/geom/object.h"
#include "kernel/geom/primitive.h"
#include "kernel/svm/node_types.h"
#include "kernel/svm/util.h"
#include "kernel/util/differential.h"
CCL_NAMESPACE_BEGIN
/* Bump Node */
template<uint node_feature_mask>
ccl_device_noinline void svm_node_set_bump(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const ccl_global SVMNodeSetBump &node)
{
#ifdef __RAY_DIFFERENTIALS__
IF_KERNEL_NODES_FEATURE(BUMP)
{
/* get normal input */
float3 normal_in = stack_load_float3_default(stack, node.normal_offset, sd->N);
/* If we have saved bump state, read the full differential from there.
* Just using the compact form in those cases leads to incorrect normals (see #111588). */
differential3 dP;
if (node.bump_state_offset == SVM_STACK_INVALID) {
dP = differential_from_compact(sd->Ng, sd->dP);
}
else {
dP.dx = stack_load_float3(stack, node.bump_state_offset + 4);
dP.dy = stack_load_float3(stack, node.bump_state_offset + 7);
}
if (node.use_object_space) {
object_inverse_normal_transform(kg, sd, &normal_in);
object_inverse_dir_transform(kg, sd, &dP.dx);
object_inverse_dir_transform(kg, sd, &dP.dy);
}
/* get surface tangents from normal */
const float3 Rx = cross(dP.dy, normal_in);
const float3 Ry = cross(normal_in, dP.dx);
/* get bump values */
const float h_c = stack_load_float(stack, node.center_offset);
const float h_x = stack_load_float(stack, node.dx_offset);
const float h_y = stack_load_float(stack, node.dy_offset);
/* compute surface gradient and determinant */
const float det = dot(dP.dx, Rx);
const float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
const float absdet = fabsf(det);
float strength = stack_load(stack, node.strength);
float scale = stack_load(stack, node.scale);
if (node.invert) {
scale *= -1.0f;
}
strength = max(strength, 0.0f);
/* Compute and output perturbed normal.
* dP'dx = dPdx + scale * (h_x - h_c) / filter_width * normal
* dP'dy = dPdy + scale * (h_y - h_c) / filter_width * normal
* N' = cross(dP'dx, dP'dy)
* = cross(dPdx, dPdy) - scale * ((h_y - h_c) / filter_width * Ry + (h_x - h_c) /
* filter_width * Rx) ≈ det * normal_in - scale * surfgrad / filter_width
*/
float3 normal_out = safe_normalize(node.bump_filter_width * absdet * normal_in -
scale * signf(det) * surfgrad);
if (is_zero(normal_out)) {
normal_out = normal_in;
}
else {
normal_out = normalize(strength * normal_out + (1.0f - strength) * normal_in);
}
if (node.use_object_space) {
object_normal_transform(kg, sd, &normal_out);
}
stack_store_float3(stack, node.out_offset, normal_out);
}
else {
stack_store_float3(stack, node.out_offset, zero_float3());
}
#endif
}
/* Displacement Node */
template<uint node_feature_mask>
ccl_device void svm_node_set_displacement(ccl_private ShaderData *sd,
ccl_private float *stack,
const ccl_global SVMNodeSetDisplacement &node)
{
IF_KERNEL_NODES_FEATURE(BUMP)
{
const float3 dP = stack_load_float3(stack, node.fac_offset);
sd->P += dP;
}
}
template<uint node_feature_mask>
ccl_device_noinline void svm_node_displacement(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const ccl_global SVMNodeDisplacement &node)
{
IF_KERNEL_NODES_FEATURE(BUMP)
{
const float height = stack_load(stack, node.height);
const float midlevel = stack_load(stack, node.midlevel);
const float scale = stack_load(stack, node.scale);
const float3 normal = stack_load_float3_default(stack, node.normal_offset, sd->N);
float3 dP = normal;
if (node.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.out_offset, dP);
}
else {
stack_store_float3(stack, node.out_offset, zero_float3());
}
}
template<uint node_feature_mask>
ccl_device_noinline void svm_node_vector_displacement(
KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const ccl_global SVMNodeVectorDisplacement &node)
{
IF_KERNEL_NODES_FEATURE(BUMP)
{
const float3 vector = stack_load(stack, node.vector);
const float midlevel = stack_load(stack, node.midlevel);
const float scale = stack_load(stack, node.scale);
float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
if (node.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.attr);
float3 tangent;
if (is_attribute_found(attr)) {
tangent = primitive_surface_attribute<float3>(kg, sd, attr);
}
else {
tangent = normalize(sd->dPdu);
}
float3 bitangent = safe_normalize(cross(normal, tangent));
const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.attr_sign);
if (is_attribute_found(attr_sign)) {
const float sign = primitive_surface_attribute<float>(kg, sd, attr_sign);
bitangent *= sign;
}
dP = tangent * dP.x + normal * dP.y + bitangent * dP.z;
}
if (node.space != NODE_NORMAL_MAP_WORLD) {
/* Tangent or object space. */
object_dir_transform(kg, sd, &dP);
}
stack_store_float3(stack, node.displacement_offset, dP);
}
else {
stack_store_float3(stack, node.displacement_offset, zero_float3());
}
}
CCL_NAMESPACE_END