diff options
Diffstat (limited to 'intern/cycles/kernel/svm/svm_image.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_image.h | 324 |
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 |