/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.h" #include "node_color.h" color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha) { color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha); if (color_space == "sRGB") rgb = color_srgb_to_scene_linear(rgb); return rgb; } 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", string projection = "Flat", float projection_blend = 0.0, 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, p[0], p[1], Alpha); } else if (projection == "Box") { /* object space normal */ vector Nob = transform("world", "object", N); /* project from direction vector to barycentric coordinates in triangles */ Nob = vector(fabs(Nob[0]), fabs(Nob[1]), fabs(Nob[2])); Nob /= (Nob[0] + Nob[1] + Nob[2]); /* 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 */ vector weight = vector(0.0, 0.0, 0.0); float blend = projection_blend; float limit = 0.5*(1.0 + blend); /* first test for corners with single texture */ if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) { weight[0] = 1.0; } else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) { weight[1] = 1.0; } else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) { weight[2] = 1.0; } else if (blend > 0.0) { /* in case of blending, test for mixes between two textures */ if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) { weight[0] = Nob[0] / (Nob[0] + Nob[1]); weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight[1] = 1.0 - weight[0]; } else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) { weight[1] = Nob[1] / (Nob[1] + Nob[2]); weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight[2] = 1.0 - weight[1]; } else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) { weight[0] = Nob[0] / (Nob[0] + Nob[2]); weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight[2] = 1.0 - weight[0]; } else { /* last case, we have a mix between three */ weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0); weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0); weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0); } } Color = color(0.0, 0.0, 0.0); Alpha = 0.0; float tmp_alpha; if (weight[0] > 0.0) { 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, 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, p[1], p[0], tmp_alpha); Alpha += weight[2]*tmp_alpha; } } }