blender/intern/cycles/kernel/shaders/node_environment_texture.osl

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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"
vector environment_texture_direction_to_equirectangular(vector dir)
{
float u = -atan2(dir[1], dir[0]) / (M_2PI) + 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 idir)
{
vector dir = idir;
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 interpolation = "linear",
string color_space = "sRGB",
int is_float = 1,
int use_alpha = 1,
output color Color = 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", "interp", interpolation, "alpha", Alpha);
if (use_alpha) {
Color = color_unpremultiply(Color, Alpha);
if (!is_float)
Color = min(Color, 1.0);
}
if (color_space == "sRGB")
Color = color_srgb_to_scene_linear(Color);
}