diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_image_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_image_texture.osl | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl new file mode 100644 index 00000000000..6393605e6b5 --- /dev/null +++ b/intern/cycles/kernel/shaders/node_image_texture.osl @@ -0,0 +1,120 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include "stdosl.h" +#include "node_color.h" + +color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha) +{ + color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha); + + if (color_space == "sRGB") + rgb = color_srgb_to_scene_linear(rgb); + + return rgb; +} + +shader node_image_texture( + point Vector = P, + string filename = "", + string color_space = "sRGB", + string projection = "Flat", + float projection_blend = 0.0, + output color Color = color(0.0, 0.0, 0.0), + output float Alpha = 1.0) +{ + if (projection == "Flat") { + Color = image_texture_lookup(filename, color_space, Vector[0], Vector[1], Alpha); + } + 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); + } + } + + 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, color_space, Vector[1], Vector[2], tmp_alpha); + Alpha += weight[0]*tmp_alpha; + } + if (weight[1] > 0.0) { + Color += weight[1]*image_texture_lookup(filename, color_space, Vector[0], Vector[2], tmp_alpha); + Alpha += weight[1]*tmp_alpha; + } + if (weight[2] > 0.0) { + Color += weight[2]*image_texture_lookup(filename, color_space, Vector[1], Vector[0], tmp_alpha); + Alpha += weight[2]*tmp_alpha; + } + } +} + |