diff options
Diffstat (limited to 'intern/cycles/kernel/svm/image.h')
-rw-r--r-- | intern/cycles/kernel/svm/image.h | 253 |
1 files changed, 253 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/image.h b/intern/cycles/kernel/svm/image.h new file mode 100644 index 00000000000..2ebd3d4eb87 --- /dev/null +++ b/intern/cycles/kernel/svm/image.h @@ -0,0 +1,253 @@ +/* + * 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. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +ccl_device float4 svm_image_texture(KernelGlobals kg, int id, float x, float y, uint flags) +{ + if (id == -1) { + return make_float4( + TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B, TEX_IMAGE_MISSING_A); + } + + float4 r = kernel_tex_image_interp(kg, id, x, y); + const float alpha = r.w; + + if ((flags & NODE_IMAGE_ALPHA_UNASSOCIATE) && alpha != 1.0f && alpha != 0.0f) { + r /= alpha; + r.w = alpha; + } + + if (flags & NODE_IMAGE_COMPRESS_AS_SRGB) { + r = color_srgb_to_linear_v4(r); + } + + return r; +} + +/* Remap coordinate from 0..1 box to -1..-1 */ +ccl_device_inline float3 texco_remap_square(float3 co) +{ + return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f; +} + +ccl_device_noinline int svm_node_tex_image( + KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset) +{ + uint co_offset, out_offset, alpha_offset, flags; + + svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags); + + float3 co = stack_load_float3(stack, co_offset); + float2 tex_co; + if (node.w == NODE_IMAGE_PROJ_SPHERE) { + co = texco_remap_square(co); + tex_co = map_to_sphere(co); + } + else if (node.w == NODE_IMAGE_PROJ_TUBE) { + co = texco_remap_square(co); + tex_co = map_to_tube(co); + } + else { + tex_co = make_float2(co.x, co.y); + } + + /* TODO(lukas): Consider moving tile information out of the SVM node. + * TextureInfo seems a reasonable candidate. */ + int id = -1; + int num_nodes = (int)node.y; + if (num_nodes > 0) { + /* Remember the offset of the node following the tile nodes. */ + int next_offset = offset + num_nodes; + + /* Find the tile that the UV lies in. */ + int tx = (int)tex_co.x; + int ty = (int)tex_co.y; + + /* Check that we're within a legitimate tile. */ + if (tx >= 0 && ty >= 0 && tx < 10) { + int tile = 1001 + 10 * ty + tx; + + /* Find the index of the tile. */ + for (int i = 0; i < num_nodes; i++) { + uint4 tile_node = read_node(kg, &offset); + if (tile_node.x == tile) { + id = tile_node.y; + break; + } + if (tile_node.z == tile) { + id = tile_node.w; + break; + } + } + + /* If we found the tile, offset the UVs to be relative to it. */ + if (id != -1) { + tex_co.x -= tx; + tex_co.y -= ty; + } + } + + /* Skip over the remaining nodes. */ + offset = next_offset; + } + else { + id = -num_nodes; + } + + float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, flags); + + if (stack_valid(out_offset)) + stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); + if (stack_valid(alpha_offset)) + stack_store_float(stack, alpha_offset, f.w); + return offset; +} + +ccl_device_noinline void svm_node_tex_image_box(KernelGlobals kg, + ccl_private ShaderData *sd, + ccl_private float *stack, + uint4 node) +{ + /* get object space normal */ + float3 N = sd->N; + + N = sd->N; + object_inverse_normal_transform(kg, sd, &N); + + /* project from direction vector to barycentric coordinates in triangles */ + float3 signed_N = N; + + N.x = fabsf(N.x); + N.y = fabsf(N.y); + N.z = fabsf(N.z); + + N /= (N.x + N.y + N.z); + + /* 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. */ + + float3 weight = make_float3(0.0f, 0.0f, 0.0f); + float blend = __int_as_float(node.w); + float limit = 0.5f * (1.0f + blend); + + /* first test for corners with single texture */ + if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) { + weight.x = 1.0f; + } + else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) { + weight.y = 1.0f; + } + else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) { + weight.z = 1.0f; + } + else if (blend > 0.0f) { + /* in case of blending, test for mixes between two textures */ + if (N.z < (1.0f - limit) * (N.y + N.x)) { + weight.x = N.x / (N.x + N.y); + weight.x = saturatef((weight.x - 0.5f * (1.0f - blend)) / blend); + weight.y = 1.0f - weight.x; + } + else if (N.x < (1.0f - limit) * (N.y + N.z)) { + weight.y = N.y / (N.y + N.z); + weight.y = saturatef((weight.y - 0.5f * (1.0f - blend)) / blend); + weight.z = 1.0f - weight.y; + } + else if (N.y < (1.0f - limit) * (N.x + N.z)) { + weight.x = N.x / (N.x + N.z); + weight.x = saturatef((weight.x - 0.5f * (1.0f - blend)) / blend); + weight.z = 1.0f - weight.x; + } + else { + /* last case, we have a mix between three */ + weight.x = ((2.0f - limit) * N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f); + weight.y = ((2.0f - limit) * N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f); + weight.z = ((2.0f - limit) * N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f); + } + } + else { + /* Desperate mode, no valid choice anyway, fallback to one side. */ + weight.x = 1.0f; + } + + /* now fetch textures */ + uint co_offset, out_offset, alpha_offset, flags; + svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags); + + float3 co = stack_load_float3(stack, co_offset); + uint id = node.y; + + float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + /* Map so that no textures are flipped, rotation is somewhat arbitrary. */ + if (weight.x > 0.0f) { + float2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y : co.y, co.z); + f += weight.x * svm_image_texture(kg, id, uv.x, uv.y, flags); + } + if (weight.y > 0.0f) { + float2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x : co.x, co.z); + f += weight.y * svm_image_texture(kg, id, uv.x, uv.y, flags); + } + if (weight.z > 0.0f) { + float2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y : co.y, co.x); + f += weight.z * svm_image_texture(kg, id, uv.x, uv.y, flags); + } + + if (stack_valid(out_offset)) + stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); + if (stack_valid(alpha_offset)) + stack_store_float(stack, alpha_offset, f.w); +} + +ccl_device_noinline void svm_node_tex_environment(KernelGlobals kg, + ccl_private ShaderData *sd, + ccl_private float *stack, + uint4 node) +{ + uint id = node.y; + uint co_offset, out_offset, alpha_offset, flags; + uint projection = node.w; + + svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags); + + float3 co = stack_load_float3(stack, co_offset); + float2 uv; + + co = safe_normalize(co); + + if (projection == 0) + uv = direction_to_equirectangular(co); + else + uv = direction_to_mirrorball(co); + + float4 f = svm_image_texture(kg, id, uv.x, uv.y, flags); + + if (stack_valid(out_offset)) + stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z)); + if (stack_valid(alpha_offset)) + stack_store_float(stack, alpha_offset, f.w); +} + +CCL_NAMESPACE_END |