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node_image_texture.osl « shaders « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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"

point texco_remap_square(point co)
{
	return (co - point(0.5, 0.5, 0.5)) * 2.0;
}

point map_to_tube(vector dir)
{
	float u, v;
	v = (dir[2] + 1.0) * 0.5;
	float len = sqrt(dir[0] * dir[0] + dir[1] * dir[1]);
	if (len > 0.0) {
		u = (1.0 - (atan2(dir[0] / len, dir[1] / len) / M_PI)) * 0.5;
	}
	else {
		v = u = 0.0; /* To avoid un-initialized variables. */
	}
	return point(u, v, 0.0);
}

point map_to_sphere(vector dir)
{
	float len = length(dir);
	float v, u;
	if (len > 0.0) {
		if (dir[0] == 0.0 && dir[1] == 0.0) {
			u = 0.0;  /* Othwise domain error. */
		}
		else {
			u = (1.0 - atan2(dir[0], dir[1]) / M_PI) / 2.0;
		}
		v = 1.0 - acos(dir[2] / len) / M_PI;
	}
	else {
		v = u = 0.0;  /* To avoid un-initialized variables. */
	}
	return point(u, v, 0.0);
}

color image_texture_lookup(string filename,
                           string color_space,
                           float u, float v,
                           output float Alpha,
                           int use_alpha,
                           int is_float,
                           string interpolation,
                           string wrap)
{
	color rgb = (color)texture(filename, u, 1.0 - v, "wrap", wrap, "interp", interpolation, "alpha", Alpha);

	if (use_alpha) {
		rgb = color_unpremultiply(rgb, Alpha);
	
		if (!is_float)
			rgb = min(rgb, 1.0);
	}

	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",
	string interpolation = "smartcubic",
	string wrap = "periodic",
	float projection_blend = 0.0,
	int is_float = 1,
	int use_alpha = 1,
	output color Color = 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,
		                             use_alpha,
		                             is_float,
		                             interpolation,
		                             wrap);
	}
	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);
			}
		}
		else {
			/* Desperate mode, no valid choice anyway, fallback to one side.*/
			weight[0] = 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,
			                                          use_alpha,
			                                          is_float,
			                                          interpolation,
			                                          wrap);
			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,
			                                          use_alpha,
			                                          is_float,
			                                          interpolation,
			                                          wrap);
			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,
			                                          use_alpha,
			                                          is_float,
			                                          interpolation,
			                                          wrap);
			Alpha += weight[2] * tmp_alpha;
		}
	}
	else if (projection == "Sphere") {
		point projected = map_to_sphere(texco_remap_square(p));
		Color = image_texture_lookup(filename,
		                             color_space,
		                             projected[0], projected[1],
		                             Alpha,
		                             use_alpha,
		                             is_float,
		                             interpolation,
		                             wrap);
	}
	else if (projection == "Tube") {
		point projected = map_to_tube(texco_remap_square(p));
		Color = image_texture_lookup(filename,
		                             color_space,
		                             projected[0], projected[1],
		                             Alpha,
		                             use_alpha,
		                             is_float,
		                             interpolation,
		                             wrap);
	}
}