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author | Martijn Berger <martijn.berger@gmail.com> | 2014-03-08 02:16:09 +0400 |
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committer | Martijn Berger <martijn.berger@gmail.com> | 2014-03-08 02:16:33 +0400 |
commit | dd2dca2f7e77e7521d13b78e875ffa58a90846f2 (patch) | |
tree | 26c0d371fbca7eb25e9060aabc5ef6fe56939cf2 /intern/cycles/kernel/shaders | |
parent | ef51b690090967f5576b88a528a79c5defb1ddd4 (diff) |
Add support for multiple interpolation modes on cycles image textures
All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.
This patch adds user control to this setting.
Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)
Reviewers: brecht, dingto
Reviewed By: brecht
CC: dingto, venomgfx
Differential Revision: https://developer.blender.org/D317
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/node_image_texture.osl | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl index caa755636b9..7238a1e8862 100644 --- a/intern/cycles/kernel/shaders/node_image_texture.osl +++ b/intern/cycles/kernel/shaders/node_image_texture.osl @@ -17,9 +17,9 @@ #include "stdosl.h" #include "node_color.h" -color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha, int use_alpha, int is_float) +color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha, int use_alpha, int is_float, string interpolation) { - color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha); + color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "interp", interpolation, "alpha", Alpha); if (use_alpha) { rgb = color_unpremultiply(rgb, Alpha); @@ -42,6 +42,7 @@ shader node_image_texture( string filename = "", string color_space = "sRGB", string projection = "Flat", + string interpolation = "smartcubic", float projection_blend = 0.0, int is_float = 1, int use_alpha = 1, @@ -54,7 +55,7 @@ shader node_image_texture( p = transform(mapping, p); if (projection == "Flat") { - Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha, use_alpha, is_float); + Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha, use_alpha, is_float, interpolation); } else if (projection == "Box") { /* object space normal */ @@ -119,15 +120,15 @@ shader node_image_texture( float tmp_alpha; if (weight[0] > 0.0) { - Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha, use_alpha, is_float); + Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha, use_alpha, is_float, interpolation); Alpha += weight[0] * tmp_alpha; } if (weight[1] > 0.0) { - Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha, use_alpha, is_float); + Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha, use_alpha, is_float, interpolation); Alpha += weight[1] * tmp_alpha; } if (weight[2] > 0.0) { - Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha, use_alpha, is_float); + Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha, use_alpha, is_float, interpolation); Alpha += weight[2] * tmp_alpha; } } |