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Diffstat (limited to 'intern/cycles/kernel/shaders/node_image_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_image_texture.osl270
1 files changed, 0 insertions, 270 deletions
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
deleted file mode 100644
index 56fcc47a011..00000000000
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ /dev/null
@@ -1,270 +0,0 @@
-/*
- * 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);
- }
-}