diff options
Diffstat (limited to 'intern/cycles/kernel/osl/shaders/node_image_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/shaders/node_image_texture.osl | 270 |
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); + } +} |