forked from bartvdbraak/blender
80 lines
2.0 KiB
Plaintext
80 lines
2.0 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "stdosl.h"
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#include "node_color.h"
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vector environment_texture_direction_to_equirectangular(vector dir)
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{
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float u = -atan2(dir[1], dir[0]) / (M_2PI) + 0.5;
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float v = atan2(dir[2], hypot(dir[0], dir[1])) / M_PI + 0.5;
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return vector(u, v, 0.0);
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}
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vector environment_texture_direction_to_mirrorball(vector dir)
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{
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dir[1] -= 1.0;
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float div = 2.0 * sqrt(max(-0.5 * dir[1], 0.0));
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if (div > 0.0)
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dir /= div;
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float u = 0.5 * (dir[0] + 1.0);
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float v = 0.5 * (dir[2] + 1.0);
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return vector(u, v, 0.0);
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}
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shader node_environment_texture(
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int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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vector Vector = P,
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string filename = "",
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string projection = "Equirectangular",
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string color_space = "sRGB",
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int is_float = 1,
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int use_alpha = 1,
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output color Color = 0.0,
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output float Alpha = 1.0)
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{
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vector p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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p = normalize(p);
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if (projection == "Equirectangular")
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p = environment_texture_direction_to_equirectangular(p);
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else
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p = environment_texture_direction_to_mirrorball(p);
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/* todo: use environment for better texture filtering of equirectangular */
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Color = (color)texture(filename, p[0], 1.0 - p[1], "wrap", "periodic", "alpha", Alpha);
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if (use_alpha) {
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Color = color_unpremultiply(Color, Alpha);
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if (!is_float)
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Color = min(Color, 1.0);
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}
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if (color_space == "sRGB")
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Color = color_srgb_to_scene_linear(Color);
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}
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