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/*
* 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"
vector environment_texture_direction_to_equirectangular(vector dir) {
float u = -atan2(dir[1], dir[0])/(2.0*M_PI) + 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",
output color Color = color(0.0, 0.0, 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 (color_space == "sRGB")
Color = color_srgb_to_scene_linear(Color);
}
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