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Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt2
-rw-r--r--intern/cycles/kernel/shaders/SConscript42
-rw-r--r--intern/cycles/kernel/shaders/node_ambient_occlusion.osl1
-rw-r--r--intern/cycles/kernel/shaders/node_brick_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_brightness.osl29
-rw-r--r--intern/cycles/kernel/shaders/node_checker_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_environment_texture.osl40
-rw-r--r--intern/cycles/kernel/shaders/node_gradient_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_hsv.osl3
-rw-r--r--intern/cycles/kernel/shaders/node_image_texture.osl15
-rw-r--r--intern/cycles/kernel/shaders/node_magic_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_musgrave_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_sky_texture.osl15
-rw-r--r--intern/cycles/kernel/shaders/node_texture_coordinate.osl4
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl9
-rw-r--r--intern/cycles/kernel/shaders/node_ward_bsdf.osl12
-rw-r--r--intern/cycles/kernel/shaders/node_wave_texture.osl9
18 files changed, 185 insertions, 50 deletions
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index 4f5a97c1bb6..f7fec62fd6d 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -89,7 +89,7 @@ foreach(_file ${SRC_OSL})
list(APPEND SRC_OSO
${_OSO_FILE}
)
-
+
unset(_OSL_FILE)
unset(_OSO_FILE)
endforeach()
diff --git a/intern/cycles/kernel/shaders/SConscript b/intern/cycles/kernel/shaders/SConscript
new file mode 100644
index 00000000000..36b86d7b4f6
--- /dev/null
+++ b/intern/cycles/kernel/shaders/SConscript
@@ -0,0 +1,42 @@
+#!/usr/bin/python
+import sys
+import os
+import Blender as B
+
+def normpath(path):
+ return os.path.abspath(os.path.normpath(path))
+
+Import ('env')
+
+oso_files = []
+
+if env['WITH_BF_CYCLES_OSL']:
+ shaders = env.Clone()
+
+ # osl compiler
+ osl_compiler = File(env.subst(env['BF_OSL_COMPILER'])).abspath
+
+ # build directory
+ root_build_dir = normpath(env['BF_BUILDDIR'])
+ build_dir = os.path.join(root_build_dir, 'intern/cycles/kernel/shaders')
+
+ # source directories and files
+ source_dir = Dir('.').srcnode().path
+
+ # dependencies
+ dependencies = shaders.Glob('*.h')
+
+ for f in os.listdir(source_dir):
+ if f.endswith('.osl'):
+ osl_file = os.path.join(source_dir, f)
+ oso_file = os.path.join(build_dir, f.replace('.osl', '.oso'))
+
+ command = "%s -O2 -I%s -o %s %s" % (osl_compiler, source_dir, oso_file, osl_file)
+
+ shaders.Command(oso_file, f, command)
+ shaders.Depends(oso_file, [f] + dependencies)
+
+ oso_files.append(oso_file)
+
+
+Return('oso_files')
diff --git a/intern/cycles/kernel/shaders/node_ambient_occlusion.osl b/intern/cycles/kernel/shaders/node_ambient_occlusion.osl
index 57a06f35461..b9423344e73 100644
--- a/intern/cycles/kernel/shaders/node_ambient_occlusion.osl
+++ b/intern/cycles/kernel/shaders/node_ambient_occlusion.osl
@@ -19,6 +19,7 @@
#include "stdosl.h"
shader node_ambient_occlusion(
+ normal NormalIn = N,
color Color = color(0.8, 0.8, 0.8),
output closure color AO = ambient_occlusion())
{
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl
index 478d9457001..b1f2a35789f 100644
--- a/intern/cycles/kernel/shaders/node_brick_texture.osl
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -58,6 +58,8 @@ float brick(point p, float mortar_size, float bias,
}
shader node_brick_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Offset = 0.5,
int OffsetFrequency = 2,
float Squash = 1.0,
@@ -74,10 +76,15 @@ shader node_brick_texture(
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
{
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
float tint = 0.0;
color Col = Color1;
- Fac = brick(Vector * Scale, MortarSize, Bias, BrickWidth, RowHeight,
+ Fac = brick(p * Scale, MortarSize, Bias, BrickWidth, RowHeight,
Offset, OffsetFrequency, Squash, SquashFrequency, tint);
if (Fac != 1.0) {
diff --git a/intern/cycles/kernel/shaders/node_brightness.osl b/intern/cycles/kernel/shaders/node_brightness.osl
index 8e9f5c9c796..b263d815566 100644
--- a/intern/cycles/kernel/shaders/node_brightness.osl
+++ b/intern/cycles/kernel/shaders/node_brightness.osl
@@ -20,32 +20,15 @@
shader node_brightness(
color ColorIn = color(0.8, 0.8, 0.8),
- float Brightness = 0.0,
+ float Bright = 0.0,
float Contrast = 0.0,
output color ColorOut = color(0.8, 0.8, 0.8))
{
- float delta = Contrast * (1.0 / 200.0);
- float a = 1.0 - delta * 2.0;
- float b;
+ float a = 1.0 + Contrast;
+ float b = Bright - Contrast*0.5;
- /* input value is a percentage */
- float bright_factor = Brightness / 100.0;
-
- /*
- * The algorithm is by Werner D. Streidt
- * (http://visca.com/ffactory/archives/5-99/msg00021.html)
- * Extracted of OpenCV demhist.c
- */
-
- if (Contrast > 0.0) {
- a = (a < 0.0 ? 1.0 / a : 0.0);
- b = a * (bright_factor - delta);
- }
- else {
- delta *= -1.0;
- b = a * (bright_factor + delta);
- }
-
- ColorOut = a * ColorIn + b;
+ ColorOut[0] = max(a*ColorIn[0] + b, 0.0);
+ ColorOut[1] = max(a*ColorIn[1] + b, 0.0);
+ ColorOut[2] = max(a*ColorIn[2] + b, 0.0);
}
diff --git a/intern/cycles/kernel/shaders/node_checker_texture.osl b/intern/cycles/kernel/shaders/node_checker_texture.osl
index 577caf308ff..eed56f4453a 100644
--- a/intern/cycles/kernel/shaders/node_checker_texture.osl
+++ b/intern/cycles/kernel/shaders/node_checker_texture.osl
@@ -40,6 +40,8 @@ float checker(point p)
}
shader node_checker_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Scale = 5.0,
point Vector = P,
color Color1 = color(0.8, 0.8, 0.8),
@@ -47,7 +49,12 @@ shader node_checker_texture(
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
- Fac = checker(Vector * Scale);
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ Fac = checker(p * Scale);
if (Fac == 1.0) {
Color = Color1;
}
diff --git a/intern/cycles/kernel/shaders/node_environment_texture.osl b/intern/cycles/kernel/shaders/node_environment_texture.osl
index bad62e56ab4..4367f7f4994 100644
--- a/intern/cycles/kernel/shaders/node_environment_texture.osl
+++ b/intern/cycles/kernel/shaders/node_environment_texture.osl
@@ -19,14 +19,52 @@
#include "stdosl.h"
#include "node_color.h"
+vector environment_texture_direction_to_equirectangular(vector dir)
+{
+ float u = -atan2(dir[1], dir[0])/(2.0*M_PI) + 0.5;
+ float v = atan2(dir[2], hypot(dir[0], dir[1]))/M_PI + 0.5;
+
+ return vector(u, v, 0.0);
+}
+
+vector environment_texture_direction_to_mirrorball(vector dir)
+{
+ dir[1] -= 1.0;
+
+ float div = 2.0*sqrt(max(-0.5*dir[1], 0.0));
+ if(div > 0.0)
+ dir /= div;
+
+ float u = 0.5*(dir[0] + 1.0);
+ float v = 0.5*(dir[2] + 1.0);
+
+ return vector(u, v, 0.0);
+}
+
shader node_environment_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
vector Vector = P,
string filename = "",
+ string projection = "Equirectangular",
string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0),
output float Alpha = 1.0)
{
- Color = (color)environment(filename, Vector, "alpha", Alpha);
+ vector p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ p = normalize(p);
+
+ if (projection == "Equirectangular")
+ p = environment_texture_direction_to_equirectangular(p);
+ else
+ p = environment_texture_direction_to_mirrorball(p);
+
+ /* todo: use environment for better texture filtering of equirectangular */
+ Color = (color)texture(filename, p[0], 1.0 - p[1], "wrap", "periodic", "alpha", Alpha);
if (color_space == "sRGB")
Color = color_srgb_to_scene_linear(Color);
diff --git a/intern/cycles/kernel/shaders/node_gradient_texture.osl b/intern/cycles/kernel/shaders/node_gradient_texture.osl
index ae7cfa51f59..8d862dbad67 100644
--- a/intern/cycles/kernel/shaders/node_gradient_texture.osl
+++ b/intern/cycles/kernel/shaders/node_gradient_texture.osl
@@ -63,12 +63,19 @@ float gradient(point p, string type)
}
shader node_gradient_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string Type = "Linear",
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
- Fac = gradient(Vector, Type);
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ Fac = gradient(p, Type);
Color = color(Fac, Fac, Fac);
}
diff --git a/intern/cycles/kernel/shaders/node_hsv.osl b/intern/cycles/kernel/shaders/node_hsv.osl
index 8fd7a1612e8..0f4bedfb0f8 100644
--- a/intern/cycles/kernel/shaders/node_hsv.osl
+++ b/intern/cycles/kernel/shaders/node_hsv.osl
@@ -27,7 +27,6 @@ shader node_hsv(
color ColorIn = color(0.0, 0.0, 0.0),
output color ColorOut = color(0.0, 0.0, 0.0))
{
- float t = clamp(Fac, 0.0, 1.0);
color Color = rgb_to_hsv(ColorIn);
// remember: fmod doesn't work for negative numbers
@@ -38,6 +37,6 @@ shader node_hsv(
Color = hsv_to_rgb(Color);
- ColorOut = mix(Color, ColorIn, t);
+ ColorOut = mix(ColorIn, Color, Fac);
}
diff --git a/intern/cycles/kernel/shaders/node_image_texture.osl b/intern/cycles/kernel/shaders/node_image_texture.osl
index 6393605e6b5..53c4aeaeb5f 100644
--- a/intern/cycles/kernel/shaders/node_image_texture.osl
+++ b/intern/cycles/kernel/shaders/node_image_texture.osl
@@ -30,6 +30,8 @@ color image_texture_lookup(string filename, string color_space, float u, float v
}
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",
@@ -38,8 +40,13 @@ shader node_image_texture(
output color Color = color(0.0, 0.0, 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, Vector[0], Vector[1], Alpha);
+ Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha);
}
else if (projection == "Box") {
/* object space normal */
@@ -104,15 +111,15 @@ shader node_image_texture(
float tmp_alpha;
if (weight[0] > 0.0) {
- Color += weight[0]*image_texture_lookup(filename, color_space, Vector[1], Vector[2], tmp_alpha);
+ Color += weight[0]*image_texture_lookup(filename, color_space, p[1], p[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);
+ Color += weight[1]*image_texture_lookup(filename, color_space, p[0], p[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);
+ Color += weight[2]*image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
Alpha += weight[2]*tmp_alpha;
}
}
diff --git a/intern/cycles/kernel/shaders/node_magic_texture.osl b/intern/cycles/kernel/shaders/node_magic_texture.osl
index e464b83bc9e..b81a30499b2 100644
--- a/intern/cycles/kernel/shaders/node_magic_texture.osl
+++ b/intern/cycles/kernel/shaders/node_magic_texture.osl
@@ -93,12 +93,19 @@ color magic(point p, int n, float distortion)
}
shader node_magic_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
int Depth = 2,
float Distortion = 5.0,
float Scale = 5.0,
point Vector = P,
output color Color = color(0.0, 0.0, 0.0))
{
- Color = magic(Vector * Scale, Depth, Distortion);
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ Color = magic(p * Scale, Depth, Distortion);
}
diff --git a/intern/cycles/kernel/shaders/node_musgrave_texture.osl b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
index 71461b8fd79..afdbca27a3f 100644
--- a/intern/cycles/kernel/shaders/node_musgrave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_musgrave_texture.osl
@@ -187,6 +187,8 @@ float noise_musgrave_ridged_multi_fractal(point p, string basis, float H,
/* Shader */
shader node_musgrave_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string Type = "fBM",
float Dimension = 2.0,
float Lacunarity = 1.0,
@@ -204,7 +206,12 @@ shader node_musgrave_texture(
string Basis = "Perlin";
float intensity = 1.0;
- point p = Vector * Scale;
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ p = p * Scale;
if (Type == "Multifractal")
Fac = intensity * noise_musgrave_multi_fractal(p, Basis, dimension, lacunarity, octaves);
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index 227b2bf8cea..0a379491781 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -43,6 +43,8 @@ float noise(point p, string basis, float distortion, float detail, float fac, co
}
shader node_noise_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Distortion = 0.0,
float Scale = 5.0,
float Detail = 2.0,
@@ -50,7 +52,12 @@ shader node_noise_texture(
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
{
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
string Basis = "Perlin";
- Fac = noise(Vector * Scale, Basis, Distortion, Detail, Fac, Color);
+ Fac = noise(p * Scale, Basis, Distortion, Detail, Fac, Color);
}
diff --git a/intern/cycles/kernel/shaders/node_sky_texture.osl b/intern/cycles/kernel/shaders/node_sky_texture.osl
index 932fb1e2f17..24a63c78458 100644
--- a/intern/cycles/kernel/shaders/node_sky_texture.osl
+++ b/intern/cycles/kernel/shaders/node_sky_texture.osl
@@ -43,9 +43,9 @@ color xyY_to_xyz(float x, float y, float Y)
color xyz_to_rgb(float x, float y, float z)
{
- return color(3.240479 * x + -1.537150 * y + -0.498535 * z,
- -0.969256 * x + 1.875991 * y + 0.041556 * z,
- 0.055648 * x + -0.204043 * y + 1.057311 * z);
+ return color( 3.240479 * x + -1.537150 * y + -0.498535 * z,
+ -0.969256 * x + 1.875991 * y + 0.041556 * z,
+ 0.055648 * x + -0.204043 * y + 1.057311 * z);
}
float sky_angle_between(float thetav, float phiv, float theta, float phi)
@@ -149,14 +149,21 @@ void precompute_sunsky(vector dir, float turbidity, output KernelSunSky sunsky)
}
shader node_sky_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
vector Vector = P,
vector sun_direction = vector(0, 0, 1),
float turbidity = 2.2,
output color Color = color(0.0, 0.0, 0.0))
{
+ vector p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
KernelSunSky sunsky;
precompute_sunsky(sun_direction, turbidity, sunsky);
- Color = sky_xyz_radiance(sunsky, Vector);
+ Color = sky_xyz_radiance(sunsky, p);
}
diff --git a/intern/cycles/kernel/shaders/node_texture_coordinate.osl b/intern/cycles/kernel/shaders/node_texture_coordinate.osl
index 791838dfffe..37460bcfc98 100644
--- a/intern/cycles/kernel/shaders/node_texture_coordinate.osl
+++ b/intern/cycles/kernel/shaders/node_texture_coordinate.osl
@@ -56,7 +56,7 @@ shader node_texture_coordinate(
Camera = transform("camera", P);
Window = transform("NDC", P);
Normal = transform("world", "object", NormalIn);
- Reflection = reflect(I, NormalIn);
+ Reflection = -reflect(I, NormalIn);
}
if (bump_offset == "dx") {
@@ -77,5 +77,7 @@ shader node_texture_coordinate(
Camera += Dy(Camera);
Window += Dy(Window);
}
+
+ Window[2] = 0.0;
}
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index a44df00a267..43f8ecc666a 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -22,17 +22,24 @@
/* Voronoi */
shader node_voronoi_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string Coloring = "Intensity",
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
/* compute distance and point coordinate of 4 nearest neighbours */
float da[4];
point pa[4];
- voronoi(Vector * Scale, "Distance Squared", 1.0, da, pa);
+ voronoi(p * Scale, "Distance Squared", 1.0, da, pa);
/* Colored output */
if (Coloring == "Intensity") {
diff --git a/intern/cycles/kernel/shaders/node_ward_bsdf.osl b/intern/cycles/kernel/shaders/node_ward_bsdf.osl
index e5c6f0ad705..82ce15ab9b6 100644
--- a/intern/cycles/kernel/shaders/node_ward_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_ward_bsdf.osl
@@ -30,20 +30,20 @@ shader node_ward_bsdf(
/* rotate tangent around normal */
vector T = Tangent;
- if(Rotation != 0.0)
+ if (Rotation != 0.0)
T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal);
/* compute roughness */
float RoughnessU, RoughnessV;
float aniso = clamp(Anisotropy, -0.99, 0.99);
- if(aniso < 0.0) {
- RoughnessU = Roughness/(1.0 + aniso);
- RoughnessV = Roughness*(1.0 + aniso);
+ if (aniso < 0.0) {
+ RoughnessU = Roughness / (1.0 + aniso);
+ RoughnessV = Roughness * (1.0 + aniso);
}
else {
- RoughnessU = Roughness*(1.0 - aniso);
- RoughnessV = Roughness/(1.0 - aniso);
+ RoughnessU = Roughness * (1.0 - aniso);
+ RoughnessV = Roughness / (1.0 - aniso);
}
BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl
index 79b8a8885d1..6648cd06278 100644
--- a/intern/cycles/kernel/shaders/node_wave_texture.osl
+++ b/intern/cycles/kernel/shaders/node_wave_texture.osl
@@ -46,6 +46,8 @@ float wave(point p, float scale, string type, float detail, float distortion, fl
}
shader node_wave_texture(
+ int use_mapping = 0,
+ matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string Type = "Bands",
float Scale = 5.0,
float Distortion = 0.0,
@@ -55,7 +57,12 @@ shader node_wave_texture(
output float Fac = 0.0,
output color Color = color (0.0, 0.0, 0.0))
{
- Fac = wave(Vector, Scale, Type, Detail, Distortion, DetailScale);
+ point p = Vector;
+
+ if (use_mapping)
+ p = transform(mapping, p);
+
+ Fac = wave(p, Scale, Type, Detail, Distortion, DetailScale);
Color = color(Fac, Fac, Fac);
}