Add support for multiple interpolation modes on cycles image textures

All textures are sampled bi-linear currently with the exception of OSL there texture sampling is fixed and set to smart bi-cubic.

This patch adds user control to this setting.

Added:
- bits to DNA / RNA in the form of an enum for supporting multiple interpolations types
- changes to the image texture node drawing code ( add enum)
- to ImageManager (this needs to know to allocate second texture when interpolation type is different)
- to node compiler (pass on interpolation type)
- to device tex_alloc this also needs to get the concept of multiple interpolation types
- implementation for doing non interpolated lookup for cuda and cpu
- implementation where we pass this along to osl ( this makes OSL also do linear untill I add smartcubic to the interface / DNA/ RNA)

Reviewers: brecht, dingto

Reviewed By: brecht

CC: dingto, venomgfx

Differential Revision: https://developer.blender.org/D317
This commit is contained in:
Martijn Berger
2014-03-07 23:16:09 +01:00
parent ef51b69009
commit dd2dca2f7e
20 changed files with 146 additions and 49 deletions

View File

@@ -17,9 +17,9 @@
#include "stdosl.h"
#include "node_color.h"
color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha, int use_alpha, int is_float)
color image_texture_lookup(string filename, string color_space, float u, float v, output float Alpha, int use_alpha, int is_float, string interpolation)
{
color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "alpha", Alpha);
color rgb = (color)texture(filename, u, 1.0 - v, "wrap", "periodic", "interp", interpolation, "alpha", Alpha);
if (use_alpha) {
rgb = color_unpremultiply(rgb, Alpha);
@@ -42,6 +42,7 @@ shader node_image_texture(
string filename = "",
string color_space = "sRGB",
string projection = "Flat",
string interpolation = "smartcubic",
float projection_blend = 0.0,
int is_float = 1,
int use_alpha = 1,
@@ -54,7 +55,7 @@ shader node_image_texture(
p = transform(mapping, p);
if (projection == "Flat") {
Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha, use_alpha, is_float);
Color = image_texture_lookup(filename, color_space, p[0], p[1], Alpha, use_alpha, is_float, interpolation);
}
else if (projection == "Box") {
/* object space normal */
@@ -119,15 +120,15 @@ shader node_image_texture(
float tmp_alpha;
if (weight[0] > 0.0) {
Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha, use_alpha, is_float);
Color += weight[0] * image_texture_lookup(filename, color_space, p[1], p[2], tmp_alpha, use_alpha, is_float, interpolation);
Alpha += weight[0] * tmp_alpha;
}
if (weight[1] > 0.0) {
Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha, use_alpha, is_float);
Color += weight[1] * image_texture_lookup(filename, color_space, p[0], p[2], tmp_alpha, use_alpha, is_float, interpolation);
Alpha += weight[1] * tmp_alpha;
}
if (weight[2] > 0.0) {
Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha, use_alpha, is_float);
Color += weight[2] * image_texture_lookup(filename, color_space, p[1], p[0], tmp_alpha, use_alpha, is_float, interpolation);
Alpha += weight[2] * tmp_alpha;
}
}