diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-11-08 00:14:18 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-11-08 00:16:13 +0300 |
commit | 4f709152f4f0140a03edd69c1a501dbd5cec4b55 (patch) | |
tree | 7756ccdba1e08d8be280b16eff22c2992ce92bea /source | |
parent | e0edac4cb27ddacc22bcbf7a628d58bb0eb9e9bf (diff) |
Eevee: Add support for interpolation options for Environment Texture nodes
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 34 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_tex_environment.c | 39 |
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 && |