1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
/*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_tex_environment_in[] = {
{ SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" },
};
static bNodeSocketTemplate sh_node_tex_environment_out[] = {
{ SOCK_RGBA, 0, N_("Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_NO_INTERNAL_LINK},
{ -1, 0, "" },
};
static void node_shader_init_tex_environment(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeTexEnvironment *tex = MEM_callocN(sizeof(NodeTexEnvironment), "NodeTexEnvironment");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
tex->color_space = SHD_COLORSPACE_COLOR;
tex->projection = SHD_PROJ_EQUIRECTANGULAR;
tex->iuser.frames = 1;
tex->iuser.sfra = 1;
tex->iuser.ok = 1;
node->storage = tex;
}
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
Image *ima = (Image *)node->id;
ImageUser *iuser = NULL;
NodeTexEnvironment *tex = node->storage;
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
GPUNodeLink *outalpha;
if (!ima)
return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
if (!in[0].link) {
GPU_link(mat, "node_tex_environment_texco", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
}
node_shader_gpu_tex_mapping(mat, node, in, out);
/* Compute texture coordinate. */
if (tex->projection == SHD_PROJ_EQUIRECTANGULAR) {
/* To fix pole issue we clamp the v coordinate. The clamp value depends on the filter size. */
float clamp_size = (ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART)) ? 1.5 : 0.5;
GPU_link(mat, "node_tex_environment_equirectangular", in[0].link, GPU_constant(&clamp_size),
GPU_image(ima, iuser, isdata), &in[0].link);
}
else {
GPU_link(mat, "node_tex_environment_mirror_ball", in[0].link, &in[0].link);
}
/* Sample texture with correct interpolation. */
switch (tex->interpolation) {
case SHD_INTERP_LINEAR:
/* Force the highest mipmap and don't do anisotropic filtering.
* This is to fix the artifact caused by derivatives discontinuity. */
GPU_link(mat, "node_tex_image_linear_no_mip", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
break;
case SHD_INTERP_CLOSEST:
GPU_link(mat, "node_tex_image_nearest", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
break;
default:
GPU_link(mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
break;
}
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
GPU_material_do_color_management(mat))
{
GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
}
BKE_image_release_ibuf(ima, ibuf, NULL);
return true;
}
/* node type definition */
void register_node_type_sh_tex_environment(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_TEX_ENVIRONMENT, "Environment Texture", NODE_CLASS_TEXTURE, 0);
node_type_socket_templates(&ntype, sh_node_tex_environment_in, sh_node_tex_environment_out);
node_type_init(&ntype, node_shader_init_tex_environment);
node_type_storage(&ntype, "NodeTexEnvironment", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_environment);
node_type_label(&ntype, node_image_label);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
nodeRegisterType(&ntype);
}
|