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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.osl378
1 files changed, 189 insertions, 189 deletions
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
index 7cd2922dd4f..df5eda39985 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -19,217 +19,217 @@
point texco_remap_square(point co)
{
- return (co - point(0.5, 0.5, 0.5)) * 2.0;
+ 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);
+ 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; /* Othwise 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);
+ float len = length(dir);
+ float v, u;
+ if (len > 0.0) {
+ if (dir[0] == 0.0 && dir[1] == 0.0) {
+ u = 0.0; /* Othwise 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,
string color_space,
- float u, float v,
+ float u,
+ float v,
output float Alpha,
int use_alpha,
int is_float,
string interpolation,
string extension)
{
- color rgb = (color)texture(filename, u, 1.0 - v, "wrap", extension, "interp", interpolation, "alpha", Alpha);
+ color rgb = (color)texture(
+ filename, u, 1.0 - v, "wrap", extension, "interp", interpolation, "alpha", Alpha);
- if (use_alpha) {
- rgb = color_unpremultiply(rgb, Alpha);
-
- if (!is_float)
- rgb = min(rgb, 1.0);
- }
+ if (use_alpha) {
+ rgb = color_unpremultiply(rgb, Alpha);
- if (color_space == "sRGB") {
- rgb = color_srgb_to_scene_linear(rgb);
- }
+ if (!is_float)
+ rgb = min(rgb, 1.0);
+ }
- return rgb;
+ if (color_space == "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 color_space = "sRGB",
- string projection = "flat",
- string interpolation = "smartcubic",
- string extension = "periodic",
- float projection_blend = 0.0,
- int is_float = 1,
- int use_alpha = 1,
- output color Color = 0.0,
- output float Alpha = 1.0)
+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 color_space = "sRGB",
+ string projection = "flat",
+ string interpolation = "smartcubic",
+ string extension = "periodic",
+ float projection_blend = 0.0,
+ int is_float = 1,
+ int use_alpha = 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,
- color_space,
- p[0], p[1],
- Alpha,
- use_alpha,
- is_float,
- 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,
- color_space,
- p[1], p[2],
- tmp_alpha,
- use_alpha,
- is_float,
- interpolation,
- extension);
- Alpha += weight[0] * tmp_alpha;
- }
- if (weight[1] > 0.0) {
- Color += weight[1] * image_texture_lookup(filename,
- color_space,
- p[0], p[2],
- tmp_alpha,
- use_alpha,
- is_float,
- interpolation,
- extension);
- Alpha += weight[1] * tmp_alpha;
- }
- if (weight[2] > 0.0) {
- Color += weight[2] * image_texture_lookup(filename,
- color_space,
- p[1], p[0],
- tmp_alpha,
- use_alpha,
- is_float,
- 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,
- color_space,
- projected[0], projected[1],
- Alpha,
- use_alpha,
- is_float,
- interpolation,
- extension);
- }
- else if (projection == "tube") {
- point projected = map_to_tube(texco_remap_square(p));
- Color = image_texture_lookup(filename,
- color_space,
- projected[0], projected[1],
- Alpha,
- use_alpha,
- is_float,
- interpolation,
- extension);
- }
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ if (projection == "flat") {
+ Color = image_texture_lookup(
+ filename, color_space, p[0], p[1], Alpha, use_alpha, is_float, 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,
+ color_space,
+ p[1],
+ p[2],
+ tmp_alpha,
+ use_alpha,
+ is_float,
+ interpolation,
+ extension);
+ Alpha += weight[0] * tmp_alpha;
+ }
+ if (weight[1] > 0.0) {
+ Color += weight[1] * image_texture_lookup(filename,
+ color_space,
+ p[0],
+ p[2],
+ tmp_alpha,
+ use_alpha,
+ is_float,
+ interpolation,
+ extension);
+ Alpha += weight[1] * tmp_alpha;
+ }
+ if (weight[2] > 0.0) {
+ Color += weight[2] * image_texture_lookup(filename,
+ color_space,
+ p[1],
+ p[0],
+ tmp_alpha,
+ use_alpha,
+ is_float,
+ 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,
+ color_space,
+ projected[0],
+ projected[1],
+ Alpha,
+ use_alpha,
+ is_float,
+ interpolation,
+ extension);
+ }
+ else if (projection == "tube") {
+ point projected = map_to_tube(texco_remap_square(p));
+ Color = image_texture_lookup(filename,
+ color_space,
+ projected[0],
+ projected[1],
+ Alpha,
+ use_alpha,
+ is_float,
+ interpolation,
+ extension);
+ }
}