diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-04-05 20:43:53 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-04-05 20:43:53 +0400 |
commit | 3863e72c735af5a0fbf07cfe6d5f15dbc46d9850 (patch) | |
tree | b459279e0fad7231c1c166ba5a888494d4d77838 /intern/cycles/kernel/svm | |
parent | eb11b590a8d5c2152b0f811fc2240aba2e76f6de (diff) |
Fix #34679: cycles image texture alpha fringes. New rule is now that color output
will not give straight RGB values if the alpha output is used, so that mixing with
a transparent BSDF gives the correct result.
Diffstat (limited to 'intern/cycles/kernel/svm')
-rw-r--r-- | intern/cycles/kernel/svm/svm_image.h | 31 |
1 files changed, 24 insertions, 7 deletions
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h index 0894c9c8290..b2f20366573 100644 --- a/intern/cycles/kernel/svm/svm_image.h +++ b/intern/cycles/kernel/svm/svm_image.h @@ -50,7 +50,7 @@ __device_inline float svm_image_texture_frac(float x, int *ix) return x - (float)i; } -__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb) +__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha) { /* first slots are used by float textures, which are not supported here */ if(id < TEX_NUM_FLOAT_IMAGES) @@ -88,6 +88,13 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, u r += ty*(1.0f - tx)*svm_image_texture_read(kg, offset + ix + niy*width); r += ty*tx*svm_image_texture_read(kg, offset + nix + niy*width); + if(use_alpha && r.w != 1.0f && r.w != 0.0f) { + float invw = 1.0f/r.w; + r.x *= invw; + r.y *= invw; + r.z *= invw; + } + if(srgb) { r.x = color_srgb_to_scene_linear(r.x); r.y = color_srgb_to_scene_linear(r.y); @@ -99,7 +106,7 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, u #else -__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb) +__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha) { float4 r; @@ -222,6 +229,13 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, u } #endif + if(use_alpha && r.w != 1.0f && r.w != 0.0f) { + float invw = 1.0f/r.w; + r.x *= invw; + r.y *= invw; + r.z *= invw; + } + if(srgb) { r.x = color_srgb_to_scene_linear(r.x); r.y = color_srgb_to_scene_linear(r.y); @@ -241,7 +255,8 @@ __device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb); float3 co = stack_load_float3(stack, co_offset); - float4 f = svm_image_texture(kg, id, co.x, co.y, srgb); + uint use_alpha = stack_valid(alpha_offset); + float4 f = svm_image_texture(kg, id, co.x, co.y, srgb, use_alpha); if(stack_valid(out_offset)) stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); @@ -322,13 +337,14 @@ __device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *s uint id = node.y; float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + uint use_alpha = stack_valid(alpha_offset); if(weight.x > 0.0f) - f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb); + f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb, use_alpha); if(weight.y > 0.0f) - f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb); + f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb, use_alpha); if(weight.z > 0.0f) - f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb); + f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb, use_alpha); if(stack_valid(out_offset)) stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); @@ -355,7 +371,8 @@ __device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float else uv = direction_to_mirrorball(co); - float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb); + uint use_alpha = stack_valid(alpha_offset); + float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha); if(stack_valid(out_offset)) stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); |