
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
86 lines
2.3 KiB
Plaintext
86 lines
2.3 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 "stdcycles.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 idir)
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{
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vector dir = idir;
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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 interpolation = "linear",
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int compress_as_srgb = 0,
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int ignore_alpha = 0,
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int unassociate_alpha = 0,
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int is_float = 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(
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filename, p[0], 1.0 - p[1], "wrap", "periodic", "interp", interpolation, "alpha", Alpha);
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if (ignore_alpha) {
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Alpha = 1.0;
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}
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else if (unassociate_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 (compress_as_srgb)
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Color = color_srgb_to_scene_linear(Color);
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}
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