Files
blender/intern/cycles/kernel/shaders/node_environment_texture.osl
Ray Molenkamp df1e9b662b Cleanup: Fix build warnings from OSL shader compilation
There were to copies of stdosl.h one from stock OSL
and one in the cycles tree augmented with cycles
specific closures.

moved the cycles ones to stdcycles.h and copied
the stock stdosl.h and accompanying headers from
the OSL shader folder.

for further details see D6812.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D6812
2020-02-11 21:40:23 -07:00

86 lines
2.3 KiB
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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdcycles.h"
#include "node_color.h"
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;
return vector(u, v, 0.0);
}
vector environment_texture_direction_to_mirrorball(vector idir)
{
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 u = 0.5 * (dir[0] + 1.0);
float v = 0.5 * (dir[2] + 1.0);
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",
int compress_as_srgb = 0,
int ignore_alpha = 0,
int unassociate_alpha = 0,
int is_float = 1,
output color Color = 0.0,
output float Alpha = 1.0)
{
vector p = Vector;
if (use_mapping)
p = transform(mapping, p);
p = normalize(p);
if (projection == "equirectangular")
p = environment_texture_direction_to_equirectangular(p);
else
p = environment_texture_direction_to_mirrorball(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 (ignore_alpha) {
Alpha = 1.0;
}
else if (unassociate_alpha) {
Color = color_unpremultiply(Color, Alpha);
if (!is_float)
Color = min(Color, 1.0);
}
if (compress_as_srgb)
Color = color_srgb_to_scene_linear(Color);
}