ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
This commit is contained in:
@@ -19,63 +19,63 @@
|
||||
|
||||
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;
|
||||
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);
|
||||
return vector(u, v, 0.0);
|
||||
}
|
||||
|
||||
vector environment_texture_direction_to_mirrorball(vector idir)
|
||||
{
|
||||
vector dir = idir;
|
||||
dir[1] -= 1.0;
|
||||
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 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);
|
||||
float u = 0.5 * (dir[0] + 1.0);
|
||||
float v = 0.5 * (dir[2] + 1.0);
|
||||
|
||||
return vector(u, v, 0.0);
|
||||
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)
|
||||
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;
|
||||
vector p = Vector;
|
||||
|
||||
if (use_mapping)
|
||||
p = transform(mapping, p);
|
||||
|
||||
p = normalize(p);
|
||||
if (use_mapping)
|
||||
p = transform(mapping, p);
|
||||
|
||||
if (projection == "equirectangular")
|
||||
p = environment_texture_direction_to_equirectangular(p);
|
||||
else
|
||||
p = environment_texture_direction_to_mirrorball(p);
|
||||
p = normalize(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 (projection == "equirectangular")
|
||||
p = environment_texture_direction_to_equirectangular(p);
|
||||
else
|
||||
p = environment_texture_direction_to_mirrorball(p);
|
||||
|
||||
if (use_alpha) {
|
||||
Color = color_unpremultiply(Color, Alpha);
|
||||
/* 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 (!is_float)
|
||||
Color = min(Color, 1.0);
|
||||
}
|
||||
if (use_alpha) {
|
||||
Color = color_unpremultiply(Color, Alpha);
|
||||
|
||||
if (color_space == "sRGB")
|
||||
Color = color_srgb_to_scene_linear(Color);
|
||||
if (!is_float)
|
||||
Color = min(Color, 1.0);
|
||||
}
|
||||
|
||||
if (color_space == "sRGB")
|
||||
Color = color_srgb_to_scene_linear(Color);
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user