/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #include "stdcycles.h" shader node_geometry(string bump_offset = "center", float bump_filter_width = BUMP_FILTER_WIDTH, output point Position = point(0.0, 0.0, 0.0), output normal Normal = normal(0.0, 0.0, 0.0), output normal Tangent = normal(0.0, 0.0, 0.0), output normal TrueNormal = normal(0.0, 0.0, 0.0), output vector Incoming = vector(0.0, 0.0, 0.0), output point Parametric = point(0.0, 0.0, 0.0), output float Backfacing = 0.0, output float Pointiness = 0.0, output float RandomPerIsland = 0.0) { Position = P; Normal = N; TrueNormal = Ng; Incoming = I; Parametric = point(1.0 - u - v, u, 0.0); Backfacing = backfacing(); if (bump_offset == "dx") { Position += Dx(Position) * bump_filter_width; Parametric += Dx(Parametric) * bump_filter_width; } else if (bump_offset == "dy") { Position += Dy(Position) * bump_filter_width; Parametric += Dy(Parametric) * bump_filter_width; } point generated; float IsCurve = 0; float IsPoint = 0; getattribute("geom:is_curve", IsCurve); getattribute("geom:is_point", IsPoint); /* create spherical tangent from generated coordinates if they're available, * unless we're on a curve or point. */ if (!(IsCurve || IsPoint) && getattribute("geom:generated", generated)) { normal data = normal(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0); vector T = transform("object", "world", data); Tangent = cross(Normal, normalize(cross(T, Normal))); } else { /* otherwise use surface derivatives */ Tangent = normalize(dPdu); } getattribute("geom:pointiness", Pointiness); if (bump_offset == "dx") { Pointiness += Dx(Pointiness) * bump_filter_width; } else if (bump_offset == "dy") { Pointiness += Dy(Pointiness) * bump_filter_width; } getattribute("geom:random_per_island", RandomPerIsland); }