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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.osl120
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;
+ }
+ }
+}
+