Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2018-11-08 00:14:18 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-08 00:16:13 +0300
commit4f709152f4f0140a03edd69c1a501dbd5cec4b55 (patch)
tree7756ccdba1e08d8be280b16eff22c2992ce92bea
parente0edac4cb27ddacc22bcbf7a628d58bb0eb9e9bf (diff)
Eevee: Add support for interpolation options for Environment Texture nodes
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl34
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c39
2 files changed, 43 insertions, 30 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 3983a8c3f32..1cc431fd89e 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1975,37 +1975,27 @@ void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
fac = 1.0;
}
-void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color)
+void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv)
{
vec3 nco = normalize(co);
- float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
- float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
+ uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
+ uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
/* Fix pole bleeding */
- float half_width = 0.5 / float(textureSize(ima, 0).x);
- v = clamp(v, half_width, 1.0 - half_width);
-
- /* Fix u = 0 seam */
- /* This is caused by texture filtering, since uv don't have smooth derivatives
- * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
- * texels. So we force the highest mipmap and don't do anisotropic filtering. */
- color = textureLod(ima, vec2(u, v), 0.0);
+ float half_height = clamp_size / float(textureSize(ima, 0).y);
+ uv.y = clamp(uv.y, half_height, 1.0 - half_height);
+ uv.z = 0.0;
}
-void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
+void node_tex_environment_mirror_ball(vec3 co, out vec3 uv)
{
vec3 nco = normalize(co);
-
nco.y -= 1.0;
float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
- if (div > 0.0)
- nco /= div;
+ nco /= max(1e-8, div);
- float u = 0.5 * (nco.x + 1.0);
- float v = 0.5 * (nco.z + 1.0);
-
- color = texture(ima, vec2(u, v));
+ uv = 0.5 * nco.xzz + 0.5;
}
void node_tex_environment_empty(vec3 co, out vec4 color)
@@ -2019,6 +2009,12 @@ void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alp
alpha = color.a;
}
+void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ color = textureLod(ima, co.xy, 0.0);
+ alpha = color.a;
+}
+
void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index 41860df5670..ab8ce456b05 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -57,27 +57,44 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE
{
Image *ima = (Image *)node->id;
ImageUser *iuser = NULL;
- NodeTexImage *tex = node->storage;
+ NodeTexEnvironment *tex = node->storage;
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
+ GPUNodeLink *outalpha;
if (!ima)
return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
if (!in[0].link) {
- GPUMatType type = GPU_Material_get_type(mat);
-
- if (type == GPU_MATERIAL_TYPE_MESH)
- in[0].link = GPU_builtin(GPU_VIEW_POSITION);
- else
- GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
+ GPU_link(mat, "node_tex_environment_texco", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
}
node_shader_gpu_tex_mapping(mat, node, in, out);
- if (tex->projection == SHD_PROJ_EQUIRECTANGULAR)
- GPU_stack_link(mat, node, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
- else
- GPU_stack_link(mat, node, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
+ /* Compute texture coordinate. */
+ if (tex->projection == SHD_PROJ_EQUIRECTANGULAR) {
+ /* To fix pole issue we clamp the v coordinate. The clamp value depends on the filter size. */
+ float clamp_size = (ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART)) ? 1.5 : 0.5;
+ GPU_link(mat, "node_tex_environment_equirectangular", in[0].link, GPU_constant(&clamp_size),
+ GPU_image(ima, iuser, isdata), &in[0].link);
+ }
+ else {
+ GPU_link(mat, "node_tex_environment_mirror_ball", in[0].link, &in[0].link);
+ }
+
+ /* Sample texture with correct interpolation. */
+ switch (tex->interpolation) {
+ case SHD_INTERP_LINEAR:
+ /* Force the highest mipmap and don't do anisotropic filtering.
+ * This is to fix the artifact caused by derivatives discontinuity. */
+ GPU_link(mat, "node_tex_image_linear_no_mip", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
+ break;
+ case SHD_INTERP_CLOSEST:
+ GPU_link(mat, "node_tex_image_nearest", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
+ break;
+ default:
+ GPU_link(mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
+ break;
+ }
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&