[Bf-blender-cvs] [b129ea843a7] master: Cycles: change material output displacement to vector.

Brecht Van Lommel noreply at git.blender.org
Tue Jan 23 13:07:54 CET 2018


Commit: b129ea843a7332ddd96554a8c59be379dabf2210
Author: Brecht Van Lommel
Date:   Sat Jan 20 02:01:07 2018 +0100
Branches: master
https://developer.blender.org/rBb129ea843a7332ddd96554a8c59be379dabf2210

Cycles: change material output displacement to vector.

Previously only scalar displacement along the normal was supported,
now displacement can go in any direction. For backwards compatibility,
a Displacement node will be automatically inserted in existing files.

This will make it possible to support vector displacement maps in the
future. It's already possible to use them to some extent, but requires
a manual shader node setup. For tangent space maps the right tangent
may also not be available yet, depends on the map.

Differential Revision: https://developer.blender.org/D3015

===================================================================

M	intern/cycles/blender/addon/version_update.py
M	intern/cycles/kernel/shaders/node_output_displacement.osl
M	intern/cycles/kernel/svm/svm_displace.h
M	intern/cycles/render/graph.cpp
M	intern/cycles/render/nodes.cpp
M	intern/cycles/render/nodes.h
M	source/blender/blenkernel/BKE_blender_version.h
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/nodes/shader/node_shader_tree.c
M	source/blender/nodes/shader/nodes/node_shader_output_material.c

===================================================================

diff --git a/intern/cycles/blender/addon/version_update.py b/intern/cycles/blender/addon/version_update.py
index efd794461d6..26cdecd2d52 100644
--- a/intern/cycles/blender/addon/version_update.py
+++ b/intern/cycles/blender/addon/version_update.py
@@ -89,6 +89,47 @@ def foreach_cycles_node(callback):
                                     traversed)
 
 
+def displacement_node_insert(material, nodetree, traversed):
+    if nodetree in traversed:
+        return
+    traversed.add(nodetree)
+
+    for node in nodetree.nodes:
+        if node.bl_idname == 'ShaderNodeGroup':
+            displacement_node_insert(material, node.node_tree, traversed)
+
+    # Gather links to replace
+    displacement_links = []
+    for link in nodetree.links:
+        if link.to_node.bl_idname == 'ShaderNodeOutputMaterial' and \
+           link.from_node.bl_idname != 'ShaderNodeDisplacement' and \
+           link.to_socket.identifier == 'Displacement':
+           displacement_links.append(link)
+
+    # Replace links with displacement node
+    for link in displacement_links:
+        from_node = link.from_node
+        from_socket = link.from_socket
+        to_node = link.to_node
+        to_socket = link.to_socket
+
+        nodetree.links.remove(link)
+
+        node = nodetree.nodes.new(type='ShaderNodeDisplacement')
+        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
+
+        nodetree.links.new(from_socket, node.inputs['Height'])
+        nodetree.links.new(node.outputs['Displacement'], to_socket)
+
+def displacement_nodes_insert():
+    traversed = set()
+    for material in bpy.data.materials:
+        if check_is_new_shading_material(material):
+            displacement_node_insert(material, material.node_tree, traversed)
+
+
 def mapping_node_order_flip(node):
     """
     Flip euler order of mapping shader node
@@ -315,3 +356,6 @@ def do_versions(self):
                 cscene.blur_glossy = 0.0
             if not cscene.is_property_set("sample_clamp_indirect"):
                 cscene.sample_clamp_indirect = 0.0
+
+    if bpy.data.version <= (2, 79, 1):
+        displacement_nodes_insert()
diff --git a/intern/cycles/kernel/shaders/node_output_displacement.osl b/intern/cycles/kernel/shaders/node_output_displacement.osl
index 294b8dd6bf2..5dbef0244fe 100644
--- a/intern/cycles/kernel/shaders/node_output_displacement.osl
+++ b/intern/cycles/kernel/shaders/node_output_displacement.osl
@@ -16,10 +16,8 @@
 
 #include "stdosl.h"
 
-displacement node_output_displacement(float Displacement = 0.0)
+displacement node_output_displacement(vector Displacement = 0.0)
 {
-	vector dP = normalize(transform("object", N));
-	dP *= Displacement * 0.1; /* todo: get rid of this factor */
-	P += transform("object", "world", dP);
+	P += Displacement;
 }
 
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
index 1ac2c8fd52e..3066a364684 100644
--- a/intern/cycles/kernel/svm/svm_displace.h
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -83,15 +83,7 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
 
 ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset)
 {
-	float d = stack_load_float(stack, fac_offset);
-
-	float3 dP = sd->N;
-	object_inverse_normal_transform(kg, sd, &dP);
-
-	dP *= d*0.1f; /* todo: get rid of this factor */
-
-	object_dir_transform(kg, sd, &dP);
-
+	float3 dP = stack_load_float3(stack, fac_offset);
 	sd->P += dP;
 }
 
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 56434b39da5..fb2e34c2fc7 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -526,10 +526,10 @@ void ShaderGraph::constant_fold()
 	 * that happens to ensure there is still a valid graph for displacement.
 	 */
 	if(has_displacement && !output()->input("Displacement")->link) {
-		ValueNode *value = (ValueNode*)add(new ValueNode());
+		ColorNode *value = (ColorNode*)add(new ColorNode());
 		value->value = output()->displacement;
 
-		connect(value->output("Value"), output()->input("Displacement"));
+		connect(value->output("Color"), output()->input("Displacement"));
 	}
 }
 
@@ -861,7 +861,7 @@ void ShaderGraph::bump_from_displacement(bool use_object_space)
 
 	if(!displacement_in->link)
 		return;
-	
+
 	/* find dependencies for the given input */
 	ShaderNodeSet nodes_displace;
 	find_dependencies(nodes_displace, displacement_in);
@@ -893,15 +893,34 @@ void ShaderGraph::bump_from_displacement(bool use_object_space)
 	/* add bump node and connect copied graphs to it */
 	BumpNode *bump = (BumpNode*)add(new BumpNode());
 	bump->use_object_space = use_object_space;
+	bump->distance = 1.0f;
 
 	ShaderOutput *out = displacement_in->link;
 	ShaderOutput *out_center = nodes_center[out->parent]->output(out->name());
 	ShaderOutput *out_dx = nodes_dx[out->parent]->output(out->name());
 	ShaderOutput *out_dy = nodes_dy[out->parent]->output(out->name());
 
-	connect(out_center, bump->input("SampleCenter"));
-	connect(out_dx, bump->input("SampleX"));
-	connect(out_dy, bump->input("SampleY"));
+	/* convert displacement vector to height */
+	VectorMathNode *dot_center = (VectorMathNode*)add(new VectorMathNode());
+	VectorMathNode *dot_dx = (VectorMathNode*)add(new VectorMathNode());
+	VectorMathNode *dot_dy = (VectorMathNode*)add(new VectorMathNode());
+
+	dot_center->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+	dot_dx->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+	dot_dy->type = NODE_VECTOR_MATH_DOT_PRODUCT;
+
+	GeometryNode *geom = (GeometryNode*)add(new GeometryNode());
+	connect(geom->output("Normal"), dot_center->input("Vector2"));
+	connect(geom->output("Normal"), dot_dx->input("Vector2"));
+	connect(geom->output("Normal"), dot_dy->input("Vector2"));
+
+	connect(out_center, dot_center->input("Vector1"));
+	connect(out_dx, dot_dx->input("Vector1"));
+	connect(out_dy, dot_dy->input("Vector1"));
+
+	connect(dot_center->output("Value"), bump->input("SampleCenter"));
+	connect(dot_dx->output("Value"), bump->input("SampleX"));
+	connect(dot_dy->output("Value"), bump->input("SampleY"));
 	
 	/* connect the bump out to the set normal in: */
 	connect(bump->output("Normal"), set_normal->input("Direction"));
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 87e8ec3d3cc..14c0dbab9f3 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -4780,7 +4780,7 @@ NODE_DEFINE(OutputNode)
 
 	SOCKET_IN_CLOSURE(surface, "Surface");
 	SOCKET_IN_CLOSURE(volume, "Volume");
-	SOCKET_IN_FLOAT(displacement, "Displacement", 0.0f);
+	SOCKET_IN_VECTOR(displacement, "Displacement", make_float3(0.0f, 0.0f, 0.0f));
 	SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f));
 
 	return type;
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index d1f32bbf491..578451cbcfa 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -154,7 +154,7 @@ public:
 
 	void *surface;
 	void *volume;
-	float displacement;
+	float3 displacement;
 	float3 normal;
 
 	/* Don't allow output node de-duplication. */
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index f95b1963a91..c99da724794 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -28,7 +28,7 @@
  * and keep comment above the defines.
  * Use STRINGIFY() rather than defining with quotes */
 #define BLENDER_VERSION         279
-#define BLENDER_SUBVERSION      1
+#define BLENDER_SUBVERSION      2
 /* Several breakages with 270, e.g. constraint deg vs rad */
 #define BLENDER_MINVERSION      270
 #define BLENDER_MINSUBVERSION   6
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index b89317da84a..b54bd213b74 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3823,7 +3823,7 @@ void node_displacement(float height, float dist, vec3 N, out vec3 result)
 
 /* output */
 
-void node_output_material(vec4 surface, vec4 volume, float displacement, out vec4 result)
+void node_output_material(vec4 surface, vec4 volume, vec3 displacement, out vec4 result)
 {
 	result = surface;
 }
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index b4cdb158526..8fa074c5cb7 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -449,6 +449,21 @@ static void ntree_shader_relink_displacement(bNodeTree *ntree,
 	 * cycles in the Cycles material :)
 	 */
 	nodeRemLink(ntree, displacement_link);
+
+	/* Convert displacement vector to bump height. */
+	bNode *dot_node = nodeAddStaticNode(NULL, ntree, SH_NODE_VECT_MATH);
+	bNode *geo_node = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY);
+	dot_node->custom1 = 3; /* dot product */
+
+	nodeAddLink(ntree,
+	            displacement_node, displacement_socket,
+	            dot_node, dot_node->inputs.first);
+	nodeAddLink(ntree,
+	            geo_node, ntree_shader_node_find_output(geo_node, "Normal"),
+	            dot_node, dot_node->inputs.last);
+	displacement_node = dot_node;
+	displacement_socket = ntree_shader_node_find_output(dot_node, "Value");
+
 	/* We can't connect displacement to normal directly, use bump node for that
 	 * and hope that it gives good enough approximation.
 	 */
diff --git a/source/blender/nodes/shader/nodes/node_shader_output_material.c b/source/blender/nodes/shader/nodes/node_shader_output_material.c
index 336536b21ee..aeb8b546eed 100644
--- a/source/blender/nodes/shader/nodes/node_shader_output_material.c
+++ b/source/blender/nodes/shader/nodes/node_shader_output_material.c
@@ -32,7 +32,7 @@
 static bNodeSocketTemplate sh_node_output_material_in[] = {
 	{	SOCK_SHADER, 1, N_("Surface")},
 	{	SOCK_SHADER, 1, N_("Volume")},
-	{	SOCK_FLOAT, 1, N_("Displacement"),	0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE,

@@ Diff output truncated at 10240 characters. @@



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