/* * 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. */ #include "stdosl.h" #include "node_color.h" vector environment_texture_direction_to_equirectangular(vector dir) { float u = -atan2(dir[1], dir[0]) / (M_2PI) + 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", int is_float = 1, int use_alpha = 1, output color Color = 0.0, output float Alpha = 1.0) { 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 (use_alpha) { Color = color_unpremultiply(Color, Alpha); if (!is_float) Color = min(Color, 1.0); } if (color_space == "sRGB") Color = color_srgb_to_scene_linear(Color); }