Fix T52652: Cycles image box mapping has flipped textures.
This breaks backwards compatibility some in that 3 sides will be mapped differently now, but difficult to avoid and can be considered a bugfix.
This commit is contained in:
parent
56ff14ea63
commit
dd8016f708
@ -211,6 +211,8 @@ ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float
|
||||
object_inverse_normal_transform(kg, sd, &N);
|
||||
|
||||
/* project from direction vector to barycentric coordinates in triangles */
|
||||
float3 signed_N = N;
|
||||
|
||||
N.x = fabsf(N.x);
|
||||
N.y = fabsf(N.y);
|
||||
N.z = fabsf(N.z);
|
||||
@ -280,12 +282,19 @@ ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float
|
||||
float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
uint use_alpha = stack_valid(alpha_offset);
|
||||
|
||||
if(weight.x > 0.0f)
|
||||
f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb, use_alpha);
|
||||
if(weight.y > 0.0f)
|
||||
f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb, use_alpha);
|
||||
if(weight.z > 0.0f)
|
||||
f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb, use_alpha);
|
||||
/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
|
||||
if(weight.x > 0.0f) {
|
||||
float2 uv = make_float2((signed_N.x < 0.0f)? 1.0f - co.y: co.y, co.z);
|
||||
f += weight.x*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
|
||||
}
|
||||
if(weight.y > 0.0f) {
|
||||
float2 uv = make_float2((signed_N.y > 0.0f)? 1.0f - co.x: co.x, co.z);
|
||||
f += weight.y*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
|
||||
}
|
||||
if(weight.z > 0.0f) {
|
||||
float2 uv = make_float2((signed_N.z > 0.0f)? 1.0f - co.y: co.y, co.x);
|
||||
f += weight.z*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
|
||||
}
|
||||
|
||||
if(stack_valid(out_offset))
|
||||
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
|
||||
|
@ -3116,15 +3116,17 @@ void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
|
||||
}
|
||||
|
||||
void node_tex_image_box(vec3 texco,
|
||||
vec3 nob,
|
||||
vec3 N,
|
||||
sampler2D ima,
|
||||
float blend,
|
||||
out vec4 color,
|
||||
out float alpha)
|
||||
{
|
||||
vec3 signed_N = N;
|
||||
|
||||
/* project from direction vector to barycentric coordinates in triangles */
|
||||
nob = vec3(abs(nob.x), abs(nob.y), abs(nob.z));
|
||||
nob /= (nob.x + nob.y + nob.z);
|
||||
N = vec3(abs(N.x), abs(N.y), abs(N.z));
|
||||
N /= (N.x + N.y + N.z);
|
||||
|
||||
/* 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,
|
||||
@ -3140,37 +3142,37 @@ void node_tex_image_box(vec3 texco,
|
||||
float limit = 0.5 * (1.0 + blend);
|
||||
|
||||
/* first test for corners with single texture */
|
||||
if (nob.x > limit * (nob.x + nob.y) && nob.x > limit * (nob.x + nob.z)) {
|
||||
if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) {
|
||||
weight.x = 1.0;
|
||||
}
|
||||
else if (nob.y > limit * (nob.x + nob.y) && nob.y > limit * (nob.y + nob.z)) {
|
||||
else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) {
|
||||
weight.y = 1.0;
|
||||
}
|
||||
else if (nob.z > limit * (nob.x + nob.z) && nob.z > limit * (nob.y + nob.z)) {
|
||||
else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) {
|
||||
weight.z = 1.0;
|
||||
}
|
||||
else if (blend > 0.0) {
|
||||
/* in case of blending, test for mixes between two textures */
|
||||
if (nob.z < (1.0 - limit) * (nob.y + nob.x)) {
|
||||
weight.x = nob.x / (nob.x + nob.y);
|
||||
if (N.z < (1.0 - limit) * (N.y + N.x)) {
|
||||
weight.x = N.x / (N.x + N.y);
|
||||
weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
|
||||
weight.y = 1.0 - weight.x;
|
||||
}
|
||||
else if (nob.x < (1.0 - limit) * (nob.y + nob.z)) {
|
||||
weight.y = nob.y / (nob.y + nob.z);
|
||||
else if (N.x < (1.0 - limit) * (N.y + N.z)) {
|
||||
weight.y = N.y / (N.y + N.z);
|
||||
weight.y = clamp((weight.y - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
|
||||
weight.z = 1.0 - weight.y;
|
||||
}
|
||||
else if (nob.y < (1.0 - limit) * (nob.x + nob.z)) {
|
||||
weight.x = nob.x / (nob.x + nob.z);
|
||||
else if (N.y < (1.0 - limit) * (N.x + N.z)) {
|
||||
weight.x = N.x / (N.x + N.z);
|
||||
weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
|
||||
weight.z = 1.0 - weight.x;
|
||||
}
|
||||
else {
|
||||
/* last case, we have a mix between three */
|
||||
weight.x = ((2.0 - limit) * nob.x + (limit - 1.0)) / (2.0 * limit - 1.0);
|
||||
weight.y = ((2.0 - limit) * nob.y + (limit - 1.0)) / (2.0 * limit - 1.0);
|
||||
weight.z = ((2.0 - limit) * nob.z + (limit - 1.0)) / (2.0 * limit - 1.0);
|
||||
weight.x = ((2.0 - limit) * N.x + (limit - 1.0)) / (2.0 * limit - 1.0);
|
||||
weight.y = ((2.0 - limit) * N.y + (limit - 1.0)) / (2.0 * limit - 1.0);
|
||||
weight.z = ((2.0 - limit) * N.z + (limit - 1.0)) / (2.0 * limit - 1.0);
|
||||
}
|
||||
}
|
||||
else {
|
||||
@ -3179,13 +3181,25 @@ void node_tex_image_box(vec3 texco,
|
||||
}
|
||||
color = vec4(0);
|
||||
if (weight.x > 0.0) {
|
||||
color += weight.x * texture2D(ima, texco.yz);
|
||||
vec2 uv = texco.yz;
|
||||
if(signed_N.x < 0.0) {
|
||||
uv.x = 1.0 - uv.x;
|
||||
}
|
||||
color += weight.x * texture2D(ima, uv);
|
||||
}
|
||||
if (weight.y > 0.0) {
|
||||
color += weight.y * texture2D(ima, texco.xz);
|
||||
vec2 uv = texco.xz;
|
||||
if(signed_N.y > 0.0) {
|
||||
uv.x = 1.0 - uv.x;
|
||||
}
|
||||
color += weight.y * texture2D(ima, uv);
|
||||
}
|
||||
if (weight.z > 0.0) {
|
||||
color += weight.z * texture2D(ima, texco.yx);
|
||||
vec2 uv = texco.yx;
|
||||
if(signed_N.z > 0.0) {
|
||||
uv.x = 1.0 - uv.x;
|
||||
}
|
||||
color += weight.z * texture2D(ima, uv);
|
||||
}
|
||||
|
||||
alpha = color.a;
|
||||
|
Loading…
Reference in New Issue
Block a user