Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_shader_tex_image.c « nodes « shader « nodes « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 781fd1eb579488111c08147ed1c9553641b78af8 (plain)
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
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
/*
 * 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_image_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_image_out[] = {
    {SOCK_RGBA,
     0,
     N_("Color"),
     0.0f,
     0.0f,
     0.0f,
     0.0f,
     0.0f,
     1.0f,
     PROP_NONE,
     SOCK_NO_INTERNAL_LINK},
    {SOCK_FLOAT,
     0,
     N_("Alpha"),
     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_image(bNodeTree *UNUSED(ntree), bNode *node)
{
  NodeTexImage *tex = MEM_callocN(sizeof(NodeTexImage), "NodeTexImage");
  BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
  BKE_texture_colormapping_default(&tex->base.color_mapping);
  BKE_imageuser_default(&tex->iuser);

  node->storage = tex;
}

static int node_shader_gpu_tex_image(GPUMaterial *mat,
                                     bNode *node,
                                     bNodeExecData *UNUSED(execdata),
                                     GPUNodeStack *in,
                                     GPUNodeStack *out)
{
  static const char *names[] = {
      "node_tex_image_linear",
      "node_tex_image_nearest",
      "node_tex_image_cubic",
      "node_tex_image_smart",
  };
  static const char *names_tiled[] = {
      "node_tex_tile_linear",
      "node_tex_tile_nearest",
      "node_tex_tile_cubic",
      "node_tex_tile_smart",
  };
  static const char *names_box[] = {
      "tex_box_sample_linear",
      "tex_box_sample_nearest",
      "tex_box_sample_cubic",
      "tex_box_sample_smart",
  };
  static const char *names_clip[] = {
      "tex_clip_linear",
      "tex_clip_nearest",
      "tex_clip_cubic",
      "tex_clip_smart",
  };

  Image *ima = (Image *)node->id;
  NodeTexImage *tex = node->storage;

  /* We get the image user from the original node, since GPU image keeps
   * a pointer to it and the dependency refreshes the original. */
  bNode *node_original = node->original ? node->original : node;
  NodeTexImage *tex_original = node_original->storage;
  ImageUser *iuser = &tex_original->iuser;

  const char *gpu_node_name = (tex->projection == SHD_PROJ_BOX) ? names_box[tex->interpolation] :
                                                                  names[tex->interpolation];
  bool do_texco_extend = (tex->extension != SHD_IMAGE_EXTENSION_REPEAT);
  const bool do_texco_clip = (tex->extension == SHD_IMAGE_EXTENSION_CLIP);

  if (do_texco_extend && (tex->projection != SHD_PROJ_BOX) &&
      ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART)) {
    gpu_node_name = "node_tex_image_cubic_extend";
    /* We do it inside the sampling function */
    do_texco_extend = false;
  }

  GPUNodeLink *norm, *col1, *col2, *col3, *input_coords, *gpu_image;
  GPUNodeLink *vnor, *ob_mat, *blend;
  GPUNodeLink **texco = &in[0].link;

  if (!ima) {
    return GPU_stack_link(mat, node, "node_tex_image_empty", in, out);
  }

  if (!*texco) {
    *texco = GPU_attribute(CD_MTFACE, "");
    node_shader_gpu_bump_tex_coord(mat, node, texco);
  }

  node_shader_gpu_tex_mapping(mat, node, in, out);

  if (ima->source == IMA_SRC_TILED) {
    /* The tiled shader needs both the tile array itself as well as the mapping from tile to array
     * position. Which of these to allocate is automatically decided based on the shader argument
     * type, so here the first GPU_image(ima, iuser) will resolve to the array and the second to
     * the mapping since the third argument in the shader has type sampler2DArray while
     * the fourth is sampler1DArray.
     */
    GPU_stack_link(mat,
                   node,
                   names_tiled[tex->interpolation],
                   in,
                   out,
                   GPU_image(ima, iuser),
                   GPU_image(ima, iuser));
  }
  else {
    switch (tex->projection) {
      case SHD_PROJ_FLAT:
        if (do_texco_clip) {
          /* This seems redundant, but is required to ensure the texco link
           * is not freed by GPU_link, as it is still needed for GPU_stack_link.
           * Intermediate links like this can only be used once and are then
           * freed immediately, but if we make it the output link of a set_rgb
           * node it will be kept and can be used multiple times. */
          GPU_link(mat, "set_rgb", *texco, texco);
          GPU_link(mat, "set_rgb", *texco, &input_coords);
        }
        if (do_texco_extend) {
          GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
        }
        GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
        break;

      case SHD_PROJ_BOX:
        vnor = GPU_builtin(GPU_WORLD_NORMAL);
        ob_mat = GPU_builtin(GPU_OBJECT_MATRIX);
        blend = GPU_uniform(&tex->projection_blend);
        gpu_image = GPU_image(ima, iuser);

        /* equivalent to normal_world_to_object */
        GPU_link(mat, "normal_transform_transposed_m4v3", vnor, ob_mat, &norm);
        GPU_link(mat, gpu_node_name, *texco, norm, GPU_image(ima, iuser), &col1, &col2, &col3);
        GPU_stack_link(
            mat, node, "node_tex_image_box", in, out, norm, col1, col2, col3, gpu_image, blend);
        break;

      case SHD_PROJ_SPHERE:
        GPU_link(mat, "point_texco_remap_square", *texco, texco);
        GPU_link(mat, "point_map_to_sphere", *texco, texco);
        if (do_texco_clip) {
          /* See SHD_PROJ_FLAT for explanation. */
          GPU_link(mat, "set_rgb", *texco, texco);
          GPU_link(mat, "set_rgb", *texco, &input_coords);
        }
        if (do_texco_extend) {
          GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
        }
        GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
        break;

      case SHD_PROJ_TUBE:
        GPU_link(mat, "point_texco_remap_square", *texco, texco);
        GPU_link(mat, "point_map_to_tube", *texco, texco);
        if (do_texco_clip) {
          /* See SHD_PROJ_FLAT for explanation. */
          GPU_link(mat, "set_rgb", *texco, texco);
          GPU_link(mat, "set_rgb", *texco, &input_coords);
        }
        if (do_texco_extend) {
          GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
        }
        GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
        break;
    }

    if (tex->projection != SHD_PROJ_BOX) {
      if (do_texco_clip) {
        gpu_node_name = names_clip[tex->interpolation];
        in[0].link = input_coords;
        GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser), out[0].link);
      }
    }
  }

  if (out[0].hasoutput) {
    if (ELEM(ima->alpha_mode, IMA_ALPHA_IGNORE, IMA_ALPHA_CHANNEL_PACKED) ||
        IMB_colormanagement_space_name_is_data(ima->colorspace_settings.name)) {
      /* Don't let alpha affect color output in these cases. */
      GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
    }
    else {
      /* Output premultiplied alpha depending on alpha socket usage. This makes
       * it so that if we blend the color with a transparent shader using alpha as
       * a factor, we don't multiply alpha into the color twice. And if we do
       * not, then there will be no artifacts from zero alpha areas. */
      if (ima->alpha_mode == IMA_ALPHA_PREMUL) {
        if (out[1].hasoutput) {
          GPU_link(mat, "color_alpha_unpremultiply", out[0].link, &out[0].link);
        }
        else {
          GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
        }
      }
      else {
        if (out[1].hasoutput) {
          GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
        }
        else {
          GPU_link(mat, "color_alpha_premultiply", out[0].link, &out[0].link);
        }
      }
    }
  }

  return true;
}

/* node type definition */
void register_node_type_sh_tex_image(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_TEX_IMAGE, "Image Texture", NODE_CLASS_TEXTURE, 0);
  node_type_socket_templates(&ntype, sh_node_tex_image_in, sh_node_tex_image_out);
  node_type_init(&ntype, node_shader_init_tex_image);
  node_type_storage(
      &ntype, "NodeTexImage", node_free_standard_storage, node_copy_standard_storage);
  node_type_gpu(&ntype, node_shader_gpu_tex_image);
  node_type_label(&ntype, node_image_label);
  node_type_size_preset(&ntype, NODE_SIZE_LARGE);

  nodeRegisterType(&ntype);
}