[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51950] trunk/blender: Cycles: 4 new nodes .

Brecht Van Lommel brechtvanlommel at pandora.be
Tue Nov 6 20:59:03 CET 2012


Revision: 51950
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51950
Author:   blendix
Date:     2012-11-06 19:59:02 +0000 (Tue, 06 Nov 2012)
Log Message:
-----------
Cycles: 4 new nodes.

* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion

Modified Paths:
--------------
    trunk/blender/intern/cycles/blender/blender_mesh.cpp
    trunk/blender/intern/cycles/blender/blender_shader.cpp
    trunk/blender/intern/cycles/kernel/closure/bsdf_ward.h
    trunk/blender/intern/cycles/kernel/kernel_path.h
    trunk/blender/intern/cycles/kernel/kernel_shader.h
    trunk/blender/intern/cycles/kernel/kernel_types.h
    trunk/blender/intern/cycles/kernel/osl/background.cpp
    trunk/blender/intern/cycles/kernel/osl/osl_closures.cpp
    trunk/blender/intern/cycles/kernel/osl/osl_closures.h
    trunk/blender/intern/cycles/kernel/osl/osl_shader.cpp
    trunk/blender/intern/cycles/kernel/shaders/CMakeLists.txt
    trunk/blender/intern/cycles/kernel/shaders/node_geometry.osl
    trunk/blender/intern/cycles/kernel/shaders/node_ward_bsdf.osl
    trunk/blender/intern/cycles/kernel/shaders/stdosl.h
    trunk/blender/intern/cycles/kernel/svm/svm.h
    trunk/blender/intern/cycles/kernel/svm/svm_closure.h
    trunk/blender/intern/cycles/kernel/svm/svm_geometry.h
    trunk/blender/intern/cycles/kernel/svm/svm_tex_coord.h
    trunk/blender/intern/cycles/kernel/svm/svm_types.h
    trunk/blender/intern/cycles/render/attribute.cpp
    trunk/blender/intern/cycles/render/nodes.cpp
    trunk/blender/intern/cycles/render/nodes.h
    trunk/blender/intern/cycles/util/util_attribute.cpp
    trunk/blender/intern/cycles/util/util_types.h
    trunk/blender/source/blender/blenkernel/BKE_node.h
    trunk/blender/source/blender/blenkernel/intern/node.c
    trunk/blender/source/blender/editors/space_node/drawnode.c
    trunk/blender/source/blender/makesdna/DNA_node_types.h
    trunk/blender/source/blender/makesrna/intern/rna_nodetree.c
    trunk/blender/source/blender/makesrna/intern/rna_nodetree_types.h
    trunk/blender/source/blender/nodes/CMakeLists.txt
    trunk/blender/source/blender/nodes/NOD_shader.h

Added Paths:
-----------
    trunk/blender/intern/cycles/kernel/shaders/node_ambient_occlusion.osl
    trunk/blender/intern/cycles/kernel/shaders/node_normal_map.osl
    trunk/blender/intern/cycles/kernel/shaders/node_refraction_bsdf.osl
    trunk/blender/intern/cycles/kernel/shaders/node_tangent.osl
    trunk/blender/source/blender/nodes/shader/nodes/node_shader_ambient_occlusion.c
    trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c
    trunk/blender/source/blender/nodes/shader/nodes/node_shader_normal_map.c
    trunk/blender/source/blender/nodes/shader/nodes/node_shader_tangent.c

Modified: trunk/blender/intern/cycles/blender/blender_mesh.cpp
===================================================================
--- trunk/blender/intern/cycles/blender/blender_mesh.cpp	2012-11-06 19:58:51 UTC (rev 51949)
+++ trunk/blender/intern/cycles/blender/blender_mesh.cpp	2012-11-06 19:59:02 UTC (rev 51950)
@@ -116,7 +116,7 @@
 	userdata->tangent[face*4 + vert] = make_float4(T[0], T[1], T[2], sign);
 }
 
-static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts)
+static void mikk_compute_tangents(BL::Mesh b_mesh, BL::MeshTextureFaceLayer b_layer, Mesh *mesh, vector<int>& nverts, bool need_sign, bool active_render)
 {
 	/* setup userdata */
 	MikkUserData userdata(b_mesh, b_layer, nverts.size());
@@ -140,22 +140,57 @@
 	/* compute tangents */
 	genTangSpaceDefault(&context);
 
-	/* create attribute */
-	/* todo: create float4 attribute for sign */
-	Attribute *attr = mesh->attributes.add(ATTR_STD_TANGENT, ustring("tangent"));
+	/* create tangent attributes */
+	Attribute *attr;
+	ustring name = ustring((string(b_layer.name().c_str()) + ".tangent").c_str());
+
+	if(active_render)
+		attr = mesh->attributes.add(ATTR_STD_UV_TANGENT, name);
+	else
+		attr = mesh->attributes.add(name, TypeDesc::TypeVector, Attribute::CORNER);
+
 	float3 *tangent = attr->data_float3();
 
-	for (int i = 0; i < nverts.size(); i++) {
+	/* create bitangent sign attribute */
+	float *tangent_sign = NULL;
+
+	if(need_sign) {
+		Attribute *attr_sign;
+		ustring name_sign = ustring((string(b_layer.name().c_str()) + ".tangent_sign").c_str());
+
+		if(active_render)
+			attr_sign = mesh->attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign);
+		else
+			attr_sign = mesh->attributes.add(name_sign, TypeDesc::TypeFloat, Attribute::CORNER);
+
+		tangent_sign = attr_sign->data_float();
+	}
+
+	for(int i = 0; i < nverts.size(); i++) {
 		tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]);
 		tangent[1] = float4_to_float3(userdata.tangent[i*4 + 1]);
 		tangent[2] = float4_to_float3(userdata.tangent[i*4 + 2]);
 		tangent += 3;
 
+		if(tangent_sign) {
+			tangent_sign[0] = userdata.tangent[i*4 + 0].w;
+			tangent_sign[1] = userdata.tangent[i*4 + 1].w;
+			tangent_sign[2] = userdata.tangent[i*4 + 2].w;
+			tangent_sign += 3;
+		}
+
 		if(nverts[i] == 4) {
 			tangent[0] = float4_to_float3(userdata.tangent[i*4 + 0]);
 			tangent[1] = float4_to_float3(userdata.tangent[i*4 + 2]);
 			tangent[2] = float4_to_float3(userdata.tangent[i*4 + 3]);
 			tangent += 3;
+
+			if(tangent_sign) {
+				tangent_sign[0] = userdata.tangent[i*4 + 0].w;
+				tangent_sign[1] = userdata.tangent[i*4 + 2].w;
+				tangent_sign[2] = userdata.tangent[i*4 + 3].w;
+				tangent_sign += 3;
+			}
 		}
 	}
 }
@@ -233,48 +268,49 @@
 		BL::Mesh::tessface_uv_textures_iterator l;
 
 		for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
-			AttributeStandard std = (l->active_render())? ATTR_STD_UV: ATTR_STD_NONE;
+			bool active_render = l->active_render();
+			AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
 			ustring name = ustring(l->name().c_str());
 
-			if(!(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)))
-				continue;
+			/* UV map */
+			if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
+				Attribute *attr;
 
-			Attribute *attr;
+				if(active_render)
+					attr = mesh->attributes.add(std, name);
+				else
+					attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER);
 
-			if(l->active_render())
-				attr = mesh->attributes.add(std, name);
-			else
-				attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER);
+				BL::MeshTextureFaceLayer::data_iterator t;
+				float3 *fdata = attr->data_float3();
+				size_t i = 0;
 
-			BL::MeshTextureFaceLayer::data_iterator t;
-			float3 *fdata = attr->data_float3();
-			size_t i = 0;
-
-			for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
-				fdata[0] =  get_float3(t->uv1());
-				fdata[1] =  get_float3(t->uv2());
-				fdata[2] =  get_float3(t->uv3());
-				fdata += 3;
-
-				if(nverts[i] == 4) {
+				for(l->data.begin(t); t != l->data.end(); ++t, ++i) {
 					fdata[0] =  get_float3(t->uv1());
-					fdata[1] =  get_float3(t->uv3());
-					fdata[2] =  get_float3(t->uv4());
+					fdata[1] =  get_float3(t->uv2());
+					fdata[2] =  get_float3(t->uv3());
 					fdata += 3;
+
+					if(nverts[i] == 4) {
+						fdata[0] =  get_float3(t->uv1());
+						fdata[1] =  get_float3(t->uv3());
+						fdata[2] =  get_float3(t->uv4());
+						fdata += 3;
+					}
 				}
 			}
-		}
-	}
 
-	/* create texcoord-based tangent attributes */
-	if(mesh->need_attribute(scene, ATTR_STD_TANGENT)) {
-		BL::Mesh::tessface_uv_textures_iterator l;
+			/* UV tangent */
+			std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
+			name = ustring((string(name.c_str()) + ".tangent").c_str());
 
-		for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
-			if(!l->active_render())
-				continue;
+			if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
+				std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
+				name = ustring((string(name.c_str()) + ".tangent_sign").c_str());
+				bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std));
 
-			mikk_compute_tangents(b_mesh, *l, mesh, nverts);
+				mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render);
+			}
 		}
 	}
 

Modified: trunk/blender/intern/cycles/blender/blender_shader.cpp
===================================================================
--- trunk/blender/intern/cycles/blender/blender_shader.cpp	2012-11-06 19:58:51 UTC (rev 51949)
+++ trunk/blender/intern/cycles/blender/blender_shader.cpp	2012-11-06 19:59:02 UTC (rev 51950)
@@ -173,6 +173,7 @@
 		case BL::ShaderNode::type_OUTPUT: break;
 		case BL::ShaderNode::type_SQUEEZE: break;
 		case BL::ShaderNode::type_TEXTURE: break;
+		case BL::ShaderNode::type_FRAME: break;
 		/* handled outside this function */
 		case BL::ShaderNode::type_GROUP: break;
 		/* existing blender nodes */
@@ -366,6 +367,23 @@
 			node = glass;
 			break;
 		}
+		case BL::ShaderNode::type_BSDF_REFRACTION: {
+			BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
+			RefractionBsdfNode *refraction = new RefractionBsdfNode();
+			switch(b_refraction_node.distribution()) {
+				case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
+					refraction->distribution = ustring("Sharp");
+					break;
+				case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
+					refraction->distribution = ustring("Beckmann");
+					break;
+				case BL::ShaderNodeBsdfRefraction::distribution_GGX:
+					refraction->distribution = ustring("GGX");
+					break;
+			}
+			node = refraction;
+			break;
+		}
 		case BL::ShaderNode::type_BSDF_TRANSLUCENT: {
 			node = new TranslucentBsdfNode();
 			break;
@@ -382,6 +400,10 @@
 			node = new EmissionNode();
 			break;
 		}
+		case BL::ShaderNode::type_AMBIENT_OCCLUSION: {
+			node = new AmbientOcclusionNode();
+			break;
+		}
 		case BL::ShaderNode::type_VOLUME_ISOTROPIC: {
 			node = new IsotropicVolumeNode();
 			break;
@@ -573,9 +595,23 @@
 			node = sky;
 			break;
 		}
-		case BL::ShaderNode::type_FRAME: {
+		case BL::ShaderNode::type_NORMAL_MAP: {
+			BL::ShaderNodeNormalMap b_normal_map_node(b_node);
+			NormalMapNode *nmap = new NormalMapNode();
+			nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()];
+			nmap->attribute = b_normal_map_node.uv_map();
+			node = nmap;
 			break;
 		}
+		case BL::ShaderNode::type_TANGENT: {
+			BL::ShaderNodeTangent b_tangent_node(b_node);
+			TangentNode *tangent = new TangentNode();
+			tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()];
+			tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()];
+			tangent->attribute = b_tangent_node.uv_map();
+			node = tangent;
+			break;
+		}
 	}
 
 	if(node && node != graph->output())

Modified: trunk/blender/intern/cycles/kernel/closure/bsdf_ward.h
===================================================================
--- trunk/blender/intern/cycles/kernel/closure/bsdf_ward.h	2012-11-06 19:58:51 UTC (rev 51949)
+++ trunk/blender/intern/cycles/kernel/closure/bsdf_ward.h	2012-11-06 19:59:02 UTC (rev 51950)
@@ -68,7 +68,10 @@
 	float cosNO = dot(N, I);
 	float cosNI = dot(N, omega_in);
 
-	if(cosNI > 0 && cosNO > 0) {
+	if(cosNI > 0.0f && cosNO > 0.0f) {
+		cosNO = max(cosNO, 1e-4f);
+		cosNI = max(cosNI, 1e-4f);
+
 		// get half vector and get x,y basis on the surface for anisotropy
 		float3 H = normalize(omega_in + I); // normalize needed for pdf
 		float3 X, Y;
@@ -103,7 +106,7 @@
 	float3 T = sc->T;
 
 	float cosNO = dot(N, I);
-	if(cosNO > 0) {
+	if(cosNO > 0.0f) {
 		// get x,y basis on the surface for anisotropy
 		float3 X, Y;
 		make_orthonormals_tangent(N, T, &X, &Y);
@@ -165,6 +168,9 @@
 		if(dot(Ng, *omega_in) > 0) {
 			float cosNI = dot(N, *omega_in);
 			if(cosNI > 0) {
+				cosNO = max(cosNO, 1e-4f);
+				cosNI = max(cosNI, 1e-4f);
+
 				// eq. 9
 				float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
 				float denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn;

Modified: trunk/blender/intern/cycles/kernel/kernel_path.h
===================================================================
--- trunk/blender/intern/cycles/kernel/kernel_path.h	2012-11-06 19:58:51 UTC (rev 51949)
+++ trunk/blender/intern/cycles/kernel/kernel_path.h	2012-11-06 19:59:02 UTC (rev 51950)
@@ -326,7 +326,7 @@
 
 #ifdef __AO__
 		/* ambient occlusion */
-		if(kernel_data.integrator.use_ambient_occlusion) {
+		if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
 			/* todo: solve correlation */
 			float bsdf_u = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_U);
 			float bsdf_v = path_rng(kg, rng, sample, rng_offset + PRNG_BSDF_V);
@@ -349,6 +349,7 @@
 
 				if(!shadow_blocked(kg, &state, &light_ray, &ao_shadow)) {
 					float3 ao_bsdf = shader_bsdf_diffuse(kg, &sd)*kernel_data.background.ao_factor;
+					ao_bsdf += shader_bsdf_ao(kg, &sd);
 					path_radiance_accum_ao(&L, throughput, ao_bsdf, ao_shadow, state.bounce);
 				}
 			}
@@ -503,7 +504,7 @@
 
 #ifdef __AO__
 		/* ambient occlusion */
-		if(kernel_data.integrator.use_ambient_occlusion) {
+		if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
 			/* todo: solve correlation */

@@ Diff output truncated at 10240 characters. @@



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