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-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl112
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.c36
2 files changed, 146 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 84806e9f096..a3b05803063 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -218,6 +218,42 @@ void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
vout = (mat * vec4(vin, 1.0)).xyz;
}
+void point_texco_remap_square(vec3 vin, out vec3 vout)
+{
+ vout = vec3(vin - vec3(0.5, 0.5, 0.5)) * 2.0;
+}
+
+void point_map_to_sphere(vec3 vin, out vec3 vout)
+{
+ float len = length(vin);
+ float v, u;
+ if (len > 0.0) {
+ if (vin.x == 0.0 && vin.y == 0.0)
+ u = 0.0;
+ else
+ u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0;
+
+ v = 1.0 - acos(vin.z / len) / M_PI;
+ }
+ else
+ v = u = 0.0;
+
+ vout = vec3(u, v, 0.0);
+}
+
+void point_map_to_tube(vec3 vin, out vec3 vout)
+{
+ float u, v;
+ v = (vin.z + 1.0) * 0.5;
+ float len = sqrt(vin.x * vin.x + vin.y * vin[1]);
+ if (len > 0.0)
+ u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5;
+ else
+ v = u = 0.0;
+
+ vout = vec3(u, v, 0.0);
+}
+
void mapping(vec3 vec, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec)
{
outvec = (mat * vec4(vec, 1.0)).xyz;
@@ -2872,6 +2908,82 @@ void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
alpha = color.a;
}
+void node_tex_image_box(vec3 texco,
+ vec3 nob,
+ sampler2D ima,
+ float blend,
+ out vec4 color,
+ out float alpha)
+{
+ /* 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);
+
+ /* 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,
+ * in between we blend between two textures, and in the middle we a blend
+ * between three textures.
+ *
+ * the Nxyz values are the barycentric coordinates in an equilateral
+ * triangle, which in case of blending, in the middle has a smaller
+ * equilateral triangle where 3 textures blend. this divides things into
+ * 7 zones, with an if () test for each zone */
+
+ vec3 weight = vec3(0.0, 0.0, 0.0);
+ 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)) {
+ weight.x = 1.0;
+ }
+ else if (nob.y > limit * (nob.x + nob.y) && nob.y > limit * (nob.y + nob.z)) {
+ weight.y = 1.0;
+ }
+ else if (nob.z > limit * (nob.x + nob.z) && nob.z > limit * (nob.y + nob.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);
+ 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);
+ 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);
+ 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);
+ }
+ }
+ else {
+ /* Desperate mode, no valid choice anyway, fallback to one side.*/
+ weight.x = 1.0;
+ }
+
+ if (weight.x > 0.0) {
+ color += weight.x * texture2D(ima, texco.yz);
+ }
+ if (weight.y > 0.0) {
+ color += weight.y * texture2D(ima, texco.xz);
+ }
+ if (weight.z > 0.0) {
+ color += weight.z * texture2D(ima, texco.yx);
+ }
+
+ alpha = color.a;
+}
+
void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
{
color = vec4(0.0);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
index f0a8cda045e..71200dfe9d3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
@@ -59,17 +59,49 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
Image *ima = (Image *)node->id;
ImageUser *iuser = NULL;
NodeTexImage *tex = node->storage;
+
+ GPUNodeLink *norm;
+
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
+ float blend = tex->projection_blend;
if (!ima)
return GPU_stack_link(mat, "node_tex_image_empty", in, out);
-
+
if (!in[0].link)
in[0].link = GPU_attribute(CD_MTFACE, "");
node_shader_gpu_tex_mapping(mat, node, in, out);
- GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ switch (tex->projection) {
+ case SHD_PROJ_FLAT:
+ GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ break;
+ case SHD_PROJ_BOX:
+ GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL),
+ GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
+ &norm);
+ GPU_link(mat, "direction_transform_m4v3", norm,
+ GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
+ &norm);
+ GPU_link(mat, "node_tex_image_box", in[0].link,
+ norm,
+ GPU_image(ima, iuser, isdata),
+ GPU_uniform(&blend),
+ &out[0].link,
+ &out[1].link);
+ break;
+ case SHD_PROJ_SPHERE:
+ GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
+ GPU_link(mat, "point_map_to_sphere", in[0].link, &in[0].link);
+ GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ break;
+ case SHD_PROJ_TUBE:
+ GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
+ GPU_link(mat, "point_map_to_tube", in[0].link, &in[0].link);
+ GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
+ break;
+ }
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if ((tex->color_space == SHD_COLORSPACE_COLOR) &&