forked from bartvdbraak/blender
ab1b5af08d
properties tab.
128 lines
4.4 KiB
Plaintext
128 lines
4.4 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_color.h"
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color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha)
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{
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color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha);
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if (color_space == "sRGB")
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rgb = color_srgb_to_scene_linear(rgb);
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return rgb;
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}
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shader node_image_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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point Vector = P,
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string filename = "",
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string color_space = "sRGB",
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string projection = "Flat",
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float projection_blend = 0.0,
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output color Color = color(0.0, 0.0, 0.0),
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output float Alpha = 1.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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if (projection == "Flat") {
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Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha);
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}
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else if (projection == "Box") {
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/* object space normal */
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vector Nob = transform("world", "object", N);
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/* project from direction vector to barycentric coordinates in triangles */
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Nob = vector(fabs(Nob[0]), fabs(Nob[1]), fabs(Nob[2]));
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Nob /= (Nob[0] + Nob[1] + Nob[2]);
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/* basic idea is to think of this as a triangle, each corner representing
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* one of the 3 faces of the cube. in the corners we have single textures,
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* in between we blend between two textures, and in the middle we a blend
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* between three textures.
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*
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* the Nxyz values are the barycentric coordinates in an equilateral
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* triangle, which in case of blending, in the middle has a smaller
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* equilateral triangle where 3 textures blend. this divides things into
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* 7 zones, with an if () test for each zone */
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vector weight = vector(0.0, 0.0, 0.0);
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float blend = projection_blend;
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float limit = 0.5*(1.0 + blend);
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/* first test for corners with single texture */
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if (Nob[0] > limit*(Nob[0] + Nob[1]) && Nob[0] > limit*(Nob[0] + Nob[2])) {
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weight[0] = 1.0;
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}
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else if (Nob[1] > limit*(Nob[0] + Nob[1]) && Nob[1] > limit*(Nob[1] + Nob[2])) {
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weight[1] = 1.0;
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}
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else if (Nob[2] > limit*(Nob[0] + Nob[2]) && Nob[2] > limit*(Nob[1] + Nob[2])) {
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weight[2] = 1.0;
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}
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else if (blend > 0.0) {
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/* in case of blending, test for mixes between two textures */
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if (Nob[2] < (1.0 - limit)*(Nob[1] + Nob[0])) {
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weight[0] = Nob[0] / (Nob[0] + Nob[1]);
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weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
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weight[1] = 1.0 - weight[0];
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}
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else if (Nob[0] < (1.0 - limit)*(Nob[1] + Nob[2])) {
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weight[1] = Nob[1] / (Nob[1] + Nob[2]);
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weight[1] = clamp((weight[1] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
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weight[2] = 1.0 - weight[1];
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}
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else if (Nob[1] < (1.0 - limit) * (Nob[0] + Nob[2])) {
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weight[0] = Nob[0] / (Nob[0] + Nob[2]);
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weight[0] = clamp((weight[0] - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
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weight[2] = 1.0 - weight[0];
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}
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else {
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/* last case, we have a mix between three */
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weight[0] = ((2.0 - limit) * Nob[0] + (limit - 1.0)) / (2.0 * limit - 1.0);
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weight[1] = ((2.0 - limit) * Nob[1] + (limit - 1.0)) / (2.0 * limit - 1.0);
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weight[2] = ((2.0 - limit) * Nob[2] + (limit - 1.0)) / (2.0 * limit - 1.0);
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}
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}
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Color = color(0.0, 0.0, 0.0);
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Alpha = 0.0;
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float tmp_alpha;
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if (weight[0] > 0.0) {
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Color += weight[0]*image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha);
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Alpha += weight[0]*tmp_alpha;
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}
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if (weight[1] > 0.0) {
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Color += weight[1]*image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha);
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Alpha += weight[1]*tmp_alpha;
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}
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if (weight[2] > 0.0) {
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Color += weight[2]*image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha);
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Alpha += weight[2]*tmp_alpha;
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}
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}
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}
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