Cycles: color space control for image/environment texture nodes. Ideally would

be automated but need to think about how to do this, not so simply in a node
system. But guideline for now is, for color textures set to sRGB, for things like
bump or roughness map, set to Linear.
This commit is contained in:
Brecht Van Lommel 2011-05-13 14:32:08 +00:00
parent 50d1a5b1eb
commit 922bb24865
12 changed files with 114 additions and 25 deletions

@ -282,15 +282,17 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
/* todo: handle generated/builtin images */
if(b_image)
image->filename = blender_absolute_path(b_data, b_image, b_image.filepath());
image->color_space = ImageTextureNode::color_space_enum[(int)b_image_node.color_space()];
node = image;
break;
}
case BL::ShaderNode::type_TEX_ENVIRONMENT: {
BL::ShaderNodeTexEnvironment b_environment_node(b_node);
BL::Image b_image(b_environment_node.image());
BL::ShaderNodeTexEnvironment b_env_node(b_node);
BL::Image b_image(b_env_node.image());
EnvironmentTextureNode *env = new EnvironmentTextureNode();
if(b_image)
env->filename = blender_absolute_path(b_data, b_image, b_image.filepath());
env->color_space = EnvironmentTextureNode::color_space_enum[(int)b_env_node.color_space()];
node = env;
break;
}

@ -21,8 +21,12 @@
shader node_environment_texture(
vector Vector = P,
string filename = "",
string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0))
{
Color = (color)environment(filename, Vector);
if(color_space == "sRGB")
Color = color_srgb_to_scene_linear(Color);
}

@ -21,8 +21,12 @@
shader node_image_texture(
point Vector = P,
string filename = "",
string color_space = "sRGB",
output color Color = color(0.0, 0.0, 0.0))
{
Color = (color)texture(filename, Vector[0], 1.0-Vector[1], "wrap", "periodic");
if(color_space == "sRGB")
Color = color_srgb_to_scene_linear(Color);
}

@ -190,9 +190,9 @@ __device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type,
else if(node.x == NODE_TEX_NOISE_V)
svm_node_tex_noise_v(sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_IMAGE)
svm_node_tex_image(kg, sd, stack, node.y, node.z, node.w);
svm_node_tex_image(kg, sd, stack, node);
else if(node.x == NODE_TEX_ENVIRONMENT)
svm_node_tex_environment(kg, sd, stack, node.y, node.z, node.w);
svm_node_tex_environment(kg, sd, stack, node);
else if(node.x == NODE_TEX_SKY)
svm_node_tex_sky(kg, sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_BLEND)

@ -140,22 +140,40 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y)
return r;
}
__device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint id, uint co_offset, uint out_offset)
__device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &srgb, NULL);
float3 co = stack_load_float3(stack, co_offset);
float4 f = svm_image_texture(kg, id, co.x, co.y);
float3 r = make_float3(f.x, f.y, f.z);
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(srgb)
r = color_srgb_to_scene_linear(r);
stack_store_float3(stack, out_offset, r);
}
__device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint id, uint co_offset, uint out_offset)
__device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, srgb;
decode_node_uchar4(node.z, &co_offset, &out_offset, &srgb, NULL);
float3 co = stack_load_float3(stack, co_offset);
float u = (atan2f(co.y, co.x) + M_PI_F)/(2*M_PI_F);
float v = atan2f(co.z, hypotf(co.x, co.y))/M_PI_F + 0.5f;
float4 f = svm_image_texture(kg, id, u, v);
float3 r = make_float3(f.x, f.y, f.z);
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if(srgb)
r = color_srgb_to_scene_linear(r);
stack_store_float3(stack, out_offset, r);
}
CCL_NAMESPACE_END

@ -27,12 +27,25 @@ CCL_NAMESPACE_BEGIN
/* Image Texture */
static ShaderEnum color_space_init()
{
ShaderEnum enm;
enm.insert("Linear", 0);
enm.insert("sRGB", 1);
return enm;
}
ShaderEnum ImageTextureNode::color_space_enum = color_space_init();
ImageTextureNode::ImageTextureNode()
: ShaderNode("image_texture")
{
image_manager = NULL;
slot = -1;
filename = "";
color_space = ustring("sRGB");
add_input("Vector", SHADER_SOCKET_POINT, ShaderInput::TEXTURE_COORDINATE);
add_output("Color", SHADER_SOCKET_COLOR);
@ -65,7 +78,12 @@ void ImageTextureNode::compile(SVMCompiler& compiler)
if(slot != -1) {
compiler.stack_assign(vector_in);
compiler.add_node(NODE_TEX_IMAGE, slot, vector_in->stack_offset, color_out->stack_offset);
compiler.add_node(NODE_TEX_IMAGE,
slot,
compiler.encode_uchar4(
vector_in->stack_offset,
color_out->stack_offset,
color_space_enum[color_space]));
}
else {
/* image not found */
@ -77,17 +95,21 @@ void ImageTextureNode::compile(SVMCompiler& compiler)
void ImageTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("filename", filename.c_str());
compiler.parameter("color_space", color_space.c_str());
compiler.add(this, "node_image_texture");
}
/* Environment Texture */
ShaderEnum EnvironmentTextureNode::color_space_enum = color_space_init();
EnvironmentTextureNode::EnvironmentTextureNode()
: ShaderNode("environment_texture")
{
image_manager = NULL;
slot = -1;
filename = "";
color_space = ustring("sRGB");
add_input("Vector", SHADER_SOCKET_VECTOR, ShaderInput::POSITION);
add_output("Color", SHADER_SOCKET_COLOR);
@ -120,7 +142,12 @@ void EnvironmentTextureNode::compile(SVMCompiler& compiler)
if(slot != -1) {
compiler.stack_assign(vector_in);
compiler.add_node(NODE_TEX_ENVIRONMENT, slot, vector_in->stack_offset, color_out->stack_offset);
compiler.add_node(NODE_TEX_ENVIRONMENT,
slot,
compiler.encode_uchar4(
vector_in->stack_offset,
color_out->stack_offset,
color_space_enum[color_space]));
}
else {
/* image not found */
@ -132,6 +159,7 @@ void EnvironmentTextureNode::compile(SVMCompiler& compiler)
void EnvironmentTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("filename", filename.c_str());
compiler.parameter("color_space", color_space.c_str());
compiler.add(this, "node_environment_texture");
}

@ -39,6 +39,9 @@ public:
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class EnvironmentTextureNode : public ShaderNode {
@ -50,6 +53,9 @@ public:
ImageManager *image_manager;
int slot;
string filename;
ustring color_space;
static ShaderEnum color_space_enum;
};
class SkyTextureNode : public ShaderNode {

@ -400,6 +400,7 @@ static void node_shader_buts_tex_image(uiLayout *layout, bContext *C, PointerRNA
{
//uiItemR(layout, ptr, "image", 0, "", ICON_NONE);
uiTemplateID(layout, C, ptr, "image", NULL, "IMAGE_OT_open", NULL);
uiItemR(layout, ptr, "color_space", 0, "", ICON_NONE);
}
static void node_shader_buts_tex_sky(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)

@ -355,11 +355,11 @@ typedef struct NodeTexSky {
} NodeTexSky;
typedef struct NodeTexImage {
int pad;
int color_space;
} NodeTexImage;
typedef struct NodeTexEnvironment {
int pad;
int color_space;
} NodeTexEnvironment;
typedef struct NodeTexBlend {
@ -499,6 +499,10 @@ typedef struct TexNodeOutput {
#define SHD_WOOD_BAND_NOISE 2
#define SHD_WOOD_RING_NOISE 3
/* image/environment texture */
#define SHD_COLORSPACE_LINEAR 0
#define SHD_COLORSPACE_SRGB 1
/* blur node */
#define CMP_NODE_BLUR_ASPECT_NONE 0
#define CMP_NODE_BLUR_ASPECT_Y 1

@ -1044,20 +1044,11 @@ static void def_sh_tex_sky(StructRNA *srna)
static void def_sh_tex_environment(StructRNA *srna)
{
PropertyRNA *prop;
static const EnumPropertyItem prop_color_space_items[]= {
{SHD_COLORSPACE_SRGB, "SRGB", 0, "sRGB", "Image is in sRGB color space"},
{SHD_COLORSPACE_LINEAR, "LINEAR", 0, "Linear", "Image is in scene linear color space"},
{0, NULL, 0, NULL, NULL}};
prop = RNA_def_property(srna, "image", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "id");
RNA_def_property_struct_type(prop, "Image");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Image", "");
RNA_def_property_update(prop, NC_NODE|NA_EDITED, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "NodeTexEnvironment", "storage");
}
static void def_sh_tex_image(StructRNA *srna)
{
PropertyRNA *prop;
prop = RNA_def_property(srna, "image", PROP_POINTER, PROP_NONE);
@ -1068,6 +1059,35 @@ static void def_sh_tex_image(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE|NA_EDITED, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "NodeTexImage", "storage");
prop= RNA_def_property(srna, "color_space", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_color_space_items);
RNA_def_property_ui_text(prop, "Color Space", "Image file color space");
RNA_def_property_update(prop, 0, "rna_Node_update");
}
static void def_sh_tex_image(StructRNA *srna)
{
static const EnumPropertyItem prop_color_space_items[]= {
{SHD_COLORSPACE_LINEAR, "LINEAR", 0, "Linear", "Image is in scene linear color space"},
{SHD_COLORSPACE_SRGB, "SRGB", 0, "sRGB", "Image is in sRGB color space"},
{0, NULL, 0, NULL, NULL}};
PropertyRNA *prop;
prop = RNA_def_property(srna, "image", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "id");
RNA_def_property_struct_type(prop, "Image");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Image", "");
RNA_def_property_update(prop, NC_NODE|NA_EDITED, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "NodeTexImage", "storage");
prop= RNA_def_property(srna, "color_space", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_color_space_items);
RNA_def_property_ui_text(prop, "Color Space", "Image file color space");
RNA_def_property_update(prop, 0, "rna_Node_update");
}
static void def_sh_tex_blend(StructRNA *srna)

@ -44,6 +44,7 @@ static bNodeSocketType sh_node_tex_environment_out[]= {
static void node_shader_init_tex_environment(bNode *node)
{
NodeTexEnvironment *tex = MEM_callocN(sizeof(NodeTexEnvironment), "NodeTexEnvironment");
tex->color_space = SHD_COLORSPACE_SRGB;
node->storage = tex;
}

@ -44,6 +44,7 @@ static bNodeSocketType sh_node_tex_image_out[]= {
static void node_shader_init_tex_image(bNode *node)
{
NodeTexImage *tex = MEM_callocN(sizeof(NodeTexImage), "NodeTexImage");
tex->color_space = SHD_COLORSPACE_SRGB;
node->storage = tex;
}