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Diffstat (limited to 'intern/cycles/kernel/svm/svm_image.h')
-rw-r--r--intern/cycles/kernel/svm/svm_image.h324
1 files changed, 163 insertions, 161 deletions
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h
index 81ee79c984e..ee4b8b6e50c 100644
--- a/intern/cycles/kernel/svm/svm_image.h
+++ b/intern/cycles/kernel/svm/svm_image.h
@@ -16,190 +16,192 @@
CCL_NAMESPACE_BEGIN
-ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
+ccl_device float4
+svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
{
- float4 r = kernel_tex_image_interp(kg, id, x, y);
- const float alpha = r.w;
-
- if(use_alpha && alpha != 1.0f && alpha != 0.0f) {
- r /= alpha;
- const int texture_type = kernel_tex_type(id);
- if(texture_type == IMAGE_DATA_TYPE_BYTE4 ||
- texture_type == IMAGE_DATA_TYPE_BYTE)
- {
- r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
- }
- r.w = alpha;
- }
-
- if(srgb) {
- /* TODO(lukas): Implement proper conversion for image textures. */
- r = color_srgb_to_linear_v4(r);
- }
-
- return r;
+ float4 r = kernel_tex_image_interp(kg, id, x, y);
+ const float alpha = r.w;
+
+ if (use_alpha && alpha != 1.0f && alpha != 0.0f) {
+ r /= alpha;
+ const int texture_type = kernel_tex_type(id);
+ if (texture_type == IMAGE_DATA_TYPE_BYTE4 || texture_type == IMAGE_DATA_TYPE_BYTE) {
+ r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
+ }
+ r.w = alpha;
+ }
+
+ if (srgb) {
+ /* TODO(lukas): Implement proper conversion for image textures. */
+ r = color_srgb_to_linear_v4(r);
+ }
+
+ return r;
}
/* Remap coordnate 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;
+ return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
}
ccl_device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
- uint id = node.y;
- uint co_offset, out_offset, alpha_offset, srgb;
-
- decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
-
- float3 co = stack_load_float3(stack, co_offset);
- float2 tex_co;
- uint use_alpha = stack_valid(alpha_offset);
- 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);
- }
- float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, srgb, use_alpha);
-
- 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);
+ uint id = node.y;
+ uint co_offset, out_offset, alpha_offset, srgb;
+
+ decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float2 tex_co;
+ uint use_alpha = stack_valid(alpha_offset);
+ 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);
+ }
+ float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, srgb, use_alpha);
+
+ 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 void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, 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 = saturate((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 = saturate((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 = saturate((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, srgb;
- decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
-
- float3 co = stack_load_float3(stack, co_offset);
- uint id = node.y;
-
- float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- uint use_alpha = stack_valid(alpha_offset);
-
- /* 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, srgb, use_alpha);
- }
- 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, srgb, use_alpha);
- }
- 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, srgb, use_alpha);
- }
-
- 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);
+ /* 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 = saturate((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 = saturate((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 = saturate((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, srgb;
+ decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ uint id = node.y;
+
+ float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ uint use_alpha = stack_valid(alpha_offset);
+
+ /* 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, srgb, use_alpha);
+ }
+ 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, srgb, use_alpha);
+ }
+ 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, srgb, use_alpha);
+ }
+
+ 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 void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+ccl_device void svm_node_tex_environment(KernelGlobals *kg,
+ ShaderData *sd,
+ float *stack,
+ uint4 node)
{
- uint id = node.y;
- uint co_offset, out_offset, alpha_offset, srgb;
- uint projection = node.w;
+ uint id = node.y;
+ uint co_offset, out_offset, alpha_offset, srgb;
+ uint projection = node.w;
- decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
+ decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
- float3 co = stack_load_float3(stack, co_offset);
- float2 uv;
+ float3 co = stack_load_float3(stack, co_offset);
+ float2 uv;
- co = safe_normalize(co);
+ co = safe_normalize(co);
- if(projection == 0)
- uv = direction_to_equirectangular(co);
- else
- uv = direction_to_mirrorball(co);
+ if (projection == 0)
+ uv = direction_to_equirectangular(co);
+ else
+ uv = direction_to_mirrorball(co);
- uint use_alpha = stack_valid(alpha_offset);
- float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
+ uint use_alpha = stack_valid(alpha_offset);
+ float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
- 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);
+ 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