diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-05 19:11:13 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-09-06 14:51:45 +0300 |
commit | dd8016f7081fb502b969b3c1f7512e00466879eb (patch) | |
tree | 9b9b4ea5afba8e8da82cdb4224319f13e34e14bd /source/blender/gpu | |
parent | 56ff14ea6318ea7800c991a239fe8b8de6527d08 (diff) |
Fix T52652: Cycles image box mapping has flipped textures.
This breaks backwards compatibility some in that 3 sides will be mapped
differently now, but difficult to avoid and can be considered a bugfix.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 50 |
1 files changed, 32 insertions, 18 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index f14db57a26a..3dbecc58a7e 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3116,15 +3116,17 @@ void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) } void node_tex_image_box(vec3 texco, - vec3 nob, + vec3 N, sampler2D ima, float blend, out vec4 color, out float alpha) { + vec3 signed_N = N; + /* project from direction vector to barycentric coordinates in triangles */ - nob = vec3(abs(nob.x), abs(nob.y), abs(nob.z)); - nob /= (nob.x + nob.y + nob.z); + N = vec3(abs(N.x), abs(N.y), abs(N.z)); + N /= (N.x + N.y + N.z); /* basic idea is to think of this as a triangle, each corner representing * one of the 3 faces of the cube. in the corners we have single textures, @@ -3140,37 +3142,37 @@ void node_tex_image_box(vec3 texco, float limit = 0.5 * (1.0 + blend); /* first test for corners with single texture */ - if (nob.x > limit * (nob.x + nob.y) && nob.x > limit * (nob.x + nob.z)) { + if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) { weight.x = 1.0; } - else if (nob.y > limit * (nob.x + nob.y) && nob.y > limit * (nob.y + nob.z)) { + else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) { weight.y = 1.0; } - else if (nob.z > limit * (nob.x + nob.z) && nob.z > limit * (nob.y + nob.z)) { + else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) { weight.z = 1.0; } else if (blend > 0.0) { /* in case of blending, test for mixes between two textures */ - if (nob.z < (1.0 - limit) * (nob.y + nob.x)) { - weight.x = nob.x / (nob.x + nob.y); + if (N.z < (1.0 - limit) * (N.y + N.x)) { + weight.x = N.x / (N.x + N.y); weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight.y = 1.0 - weight.x; } - else if (nob.x < (1.0 - limit) * (nob.y + nob.z)) { - weight.y = nob.y / (nob.y + nob.z); + else if (N.x < (1.0 - limit) * (N.y + N.z)) { + weight.y = N.y / (N.y + N.z); weight.y = clamp((weight.y - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight.z = 1.0 - weight.y; } - else if (nob.y < (1.0 - limit) * (nob.x + nob.z)) { - weight.x = nob.x / (nob.x + nob.z); + else if (N.y < (1.0 - limit) * (N.x + N.z)) { + weight.x = N.x / (N.x + N.z); weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight.z = 1.0 - weight.x; } else { /* last case, we have a mix between three */ - weight.x = ((2.0 - limit) * nob.x + (limit - 1.0)) / (2.0 * limit - 1.0); - weight.y = ((2.0 - limit) * nob.y + (limit - 1.0)) / (2.0 * limit - 1.0); - weight.z = ((2.0 - limit) * nob.z + (limit - 1.0)) / (2.0 * limit - 1.0); + weight.x = ((2.0 - limit) * N.x + (limit - 1.0)) / (2.0 * limit - 1.0); + weight.y = ((2.0 - limit) * N.y + (limit - 1.0)) / (2.0 * limit - 1.0); + weight.z = ((2.0 - limit) * N.z + (limit - 1.0)) / (2.0 * limit - 1.0); } } else { @@ -3179,13 +3181,25 @@ void node_tex_image_box(vec3 texco, } color = vec4(0); if (weight.x > 0.0) { - color += weight.x * texture2D(ima, texco.yz); + vec2 uv = texco.yz; + if(signed_N.x < 0.0) { + uv.x = 1.0 - uv.x; + } + color += weight.x * texture2D(ima, uv); } if (weight.y > 0.0) { - color += weight.y * texture2D(ima, texco.xz); + vec2 uv = texco.xz; + if(signed_N.y > 0.0) { + uv.x = 1.0 - uv.x; + } + color += weight.y * texture2D(ima, uv); } if (weight.z > 0.0) { - color += weight.z * texture2D(ima, texco.yx); + vec2 uv = texco.yx; + if(signed_N.z > 0.0) { + uv.x = 1.0 - uv.x; + } + color += weight.z * texture2D(ima, uv); } alpha = color.a; |