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Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_image_texture.osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/node_image_texture.osl270
1 files changed, 270 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/node_image_texture.osl b/intern/cycles/kernel/osl/shaders/node_image_texture.osl
new file mode 100644
index 00000000000..56fcc47a011
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_image_texture.osl
@@ -0,0 +1,270 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "node_color.h"
+#include "stdcycles.h"
+
+point texco_remap_square(point co)
+{
+ return (co - point(0.5, 0.5, 0.5)) * 2.0;
+}
+
+point map_to_tube(vector dir)
+{
+ float u, v;
+ v = (dir[2] + 1.0) * 0.5;
+ float len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
+ if (len > 0.0) {
+ u = (1.0 - (atan2(dir[0] / len, dir[1] / len) / M_PI)) * 0.5;
+ }
+ else {
+ v = u = 0.0; /* To avoid un-initialized variables. */
+ }
+ return point(u, v, 0.0);
+}
+
+point map_to_sphere(vector dir)
+{
+ float len = length(dir);
+ float v, u;
+ if (len > 0.0) {
+ if (dir[0] == 0.0 && dir[1] == 0.0) {
+ u = 0.0; /* Otherwise domain error. */
+ }
+ else {
+ u = (1.0 - atan2(dir[0], dir[1]) / M_PI) / 2.0;
+ }
+ v = 1.0 - acos(dir[2] / len) / M_PI;
+ }
+ else {
+ v = u = 0.0; /* To avoid un-initialized variables. */
+ }
+ return point(u, v, 0.0);
+}
+
+color image_texture_lookup(string filename,
+ float u,
+ float v,
+ output float Alpha,
+ int compress_as_srgb,
+ int ignore_alpha,
+ int unassociate_alpha,
+ int is_float,
+ int is_tiled,
+ string interpolation,
+ string extension)
+{
+ /* Flip the y coordinate, but preserve UDIM tiles. */
+ float flip_v;
+ if (is_tiled) {
+ float v_i = (int)v;
+ flip_v = v_i + (1.0 - (v - v_i));
+ }
+ else {
+ flip_v = 1.0 - v;
+ }
+ color rgb = (color)texture(
+ filename, u, flip_v, "wrap", extension, "interp", interpolation, "alpha", Alpha);
+
+ if (ignore_alpha) {
+ Alpha = 1.0;
+ }
+ else if (unassociate_alpha) {
+ rgb = color_unpremultiply(rgb, Alpha);
+
+ if (!is_float)
+ rgb = min(rgb, 1.0);
+ }
+
+ if (compress_as_srgb) {
+ rgb = color_srgb_to_scene_linear(rgb);
+ }
+
+ return rgb;
+}
+
+shader node_image_texture(int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
+ point Vector = P,
+ string filename = "",
+ string projection = "flat",
+ string interpolation = "smartcubic",
+ string extension = "periodic",
+ float projection_blend = 0.0,
+ int compress_as_srgb = 0,
+ int ignore_alpha = 0,
+ int unassociate_alpha = 0,
+ int is_tiled = 0,
+ int is_float = 1,
+ output color Color = 0.0,
+ output float Alpha = 1.0)
+{
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ if (projection == "flat") {
+ Color = image_texture_lookup(filename,
+ p[0],
+ p[1],
+ Alpha,
+ compress_as_srgb,
+ ignore_alpha,
+ unassociate_alpha,
+ is_float,
+ is_tiled,
+ interpolation,
+ extension);
+ }
+ else if (projection == "box") {
+ /* object space normal */
+ vector Nob = transform("world", "object", N);
+
+ /* project from direction vector to barycentric coordinates in triangles */
+ Nob = vector(fabs(Nob[0]), fabs(Nob[1]), fabs(Nob[2]));
+ Nob /= (Nob[0] + Nob[1] + Nob[2]);
+
+ /* 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. */
+
+ vector weight = vector(0.0, 0.0, 0.0);
+ float blend = projection_blend;
+ float limit = 0.5 * (1.0 + blend);
+
+ /* first test for corners with single texture */
+ if (Nob[0] > limit * (Nob[0] + Nob[1]) && Nob[0] > limit * (Nob[0] + Nob[2])) {
+ weight[0] = 1.0;
+ }
+ else if (Nob[1] > limit * (Nob[0] + Nob[1]) && Nob[1] > limit * (Nob[1] + Nob[2])) {
+ weight[1] = 1.0;
+ }
+ else if (Nob[2] > limit * (Nob[0] + Nob[2]) && Nob[2] > limit * (Nob[1] + Nob[2])) {
+ weight[2] = 1.0;
+ }
+ else if (blend > 0.0) {
+ /* in case of blending, test for mixes between two textures */
+ if (Nob[2] < (1.0 - limit) * (Nob[1] + Nob[0])) {
+ weight[0] = Nob[0] / (Nob[0] + Nob[1]);
+ weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
+ weight[1] = 1.0 - weight[0];
+ }
+ else if (Nob[0] < (1.0 - limit) * (Nob[1] + Nob[2])) {
+ weight[1] = Nob[1] / (Nob[1] + Nob[2]);
+ weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
+ weight[2] = 1.0 - weight[1];
+ }
+ else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) {
+ weight[0] = Nob[0] / (Nob[0] + Nob[2]);
+ weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
+ weight[2] = 1.0 - weight[0];
+ }
+ else {
+ /* last case, we have a mix between three */
+ weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0);
+ weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0);
+ weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0);
+ }
+ }
+ else {
+ /* Desperate mode, no valid choice anyway, fallback to one side.*/
+ weight[0] = 1.0;
+ }
+
+ Color = color(0.0, 0.0, 0.0);
+ Alpha = 0.0;
+
+ float tmp_alpha;
+
+ if (weight[0] > 0.0) {
+ Color += weight[0] * image_texture_lookup(filename,
+ p[1],
+ p[2],
+ tmp_alpha,
+ compress_as_srgb,
+ ignore_alpha,
+ unassociate_alpha,
+ is_float,
+ 0,
+ interpolation,
+ extension);
+ Alpha += weight[0] * tmp_alpha;
+ }
+ if (weight[1] > 0.0) {
+ Color += weight[1] * image_texture_lookup(filename,
+ p[0],
+ p[2],
+ tmp_alpha,
+ compress_as_srgb,
+ ignore_alpha,
+ unassociate_alpha,
+ is_float,
+ 0,
+ interpolation,
+ extension);
+ Alpha += weight[1] * tmp_alpha;
+ }
+ if (weight[2] > 0.0) {
+ Color += weight[2] * image_texture_lookup(filename,
+ p[1],
+ p[0],
+ tmp_alpha,
+ compress_as_srgb,
+ ignore_alpha,
+ unassociate_alpha,
+ is_float,
+ 0,
+ interpolation,
+ extension);
+ Alpha += weight[2] * tmp_alpha;
+ }
+ }
+ else if (projection == "sphere") {
+ point projected = map_to_sphere(texco_remap_square(p));
+ Color = image_texture_lookup(filename,
+ projected[0],
+ projected[1],
+ Alpha,
+ compress_as_srgb,
+ ignore_alpha,
+ unassociate_alpha,
+ is_float,
+ 0,
+ interpolation,
+ extension);
+ }
+ else if (projection == "tube") {
+ point projected = map_to_tube(texco_remap_square(p));
+ Color = image_texture_lookup(filename,
+ projected[0],
+ projected[1],
+ Alpha,
+ compress_as_srgb,
+ ignore_alpha,
+ unassociate_alpha,
+ is_float,
+ 0,
+ interpolation,
+ extension);
+ }
+}