/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "kernel/globals.h" #include "kernel/image.h" #include "kernel/camera/projection.h" #include "kernel/geom/object.h" #include "kernel/svm/node_types.h" #include "kernel/svm/util.h" #include "util/color.h" #include "util/types_image.h" CCL_NAMESPACE_BEGIN ccl_device float4 svm_image_texture( KernelGlobals kg, ccl_private ShaderData *sd, const int id, const dual2 uv, const uint flags) { float4 r = kernel_image_interp_with_udim(kg, sd, id, uv); const float alpha = r.w; if ((flags & NODE_IMAGE_ALPHA_UNASSOCIATE) && alpha != 1.0f && alpha != 0.0f) { r /= alpha; r.w = alpha; } if (flags & NODE_IMAGE_COMPRESS_AS_SRGB) { r = color_srgb_to_linear_v4(r); } return r; } /* Remap coordinate from 0..1 box to -1..-1 */ template ccl_device_inline Float3Type texco_remap_square(const Float3Type co) { return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f; } template ccl_device_inline auto svm_node_tex_image_mapping(const Float3Type co, const uint proj) { if (proj == NODE_IMAGE_PROJ_SPHERE) { return map_to_sphere(texco_remap_square(co)); } if (proj == NODE_IMAGE_PROJ_TUBE) { return map_to_tube(texco_remap_square(co)); } return make_float2(co); } template ccl_device_noinline void svm_node_tex_image(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *ccl_restrict stack, const ccl_global SVMNodeTexImage &ccl_restrict node) { const Float3Type co = stack_load(stack, node.co); const dual2 tex_co(svm_node_tex_image_mapping(co, node.projection)); const float4 f = svm_image_texture(kg, sd, node.id, tex_co, node.flags); if (stack_valid(node.out_offset)) { stack_store_float3(stack, node.out_offset, make_float3(f)); } if (stack_valid(node.alpha_offset)) { stack_store_float(stack, node.alpha_offset, f.w); } } template ccl_device_noinline void svm_node_tex_image_box(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *ccl_restrict stack, const ccl_global SVMNodeTexImageBox &ccl_restrict node) { /* get object space normal */ float3 N = sd->N; object_inverse_normal_transform(kg, sd, &N); /* project from direction vector to barycentric coordinates in triangles */ const float3 signed_N = N; N = fabs(N); N /= (N.x + N.y + N.z); /* basic idea is to think of this as a triangle, each corner representing * one of the 3 faces of the cube. in the corners we have single textures, * in between we blend between two textures, and in the middle we a blend * between three textures. * * The `Nxyz` values are the barycentric coordinates in an equilateral * triangle, which in case of blending, in the middle has a smaller * equilateral triangle where 3 textures blend. this divides things into * 7 zones, with an `if()` test for each zone. */ float3 weight = make_float3(0.0f, 0.0f, 0.0f); const float blend = node.blend; const float limit = 0.5f * (1.0f + blend); /* first test for corners with single texture */ if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) { weight.x = 1.0f; } else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) { weight.y = 1.0f; } else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) { weight.z = 1.0f; } else if (blend > 0.0f) { /* in case of blending, test for mixes between two textures */ if (N.z < (1.0f - limit) * (N.y + N.x)) { weight.x = N.x / (N.x + N.y); weight.x = saturatef((weight.x - 0.5f * (1.0f - blend)) / blend); weight.y = 1.0f - weight.x; } else if (N.x < (1.0f - limit) * (N.y + N.z)) { weight.y = N.y / (N.y + N.z); weight.y = saturatef((weight.y - 0.5f * (1.0f - blend)) / blend); weight.z = 1.0f - weight.y; } else if (N.y < (1.0f - limit) * (N.x + N.z)) { weight.x = N.x / (N.x + N.z); weight.x = saturatef((weight.x - 0.5f * (1.0f - blend)) / blend); weight.z = 1.0f - weight.x; } else { /* last case, we have a mix between three */ weight.x = ((2.0f - limit) * N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f); weight.y = ((2.0f - limit) * N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f); weight.z = ((2.0f - limit) * N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f); } } else { /* Desperate mode, no valid choice anyway, fall back to one side. */ weight.x = 1.0f; } /* now fetch textures */ float4 f = zero_float4(); const dual3 co = dual3(stack_load(stack, node.co)); /* Map so that no textures are flipped, rotation is somewhat arbitrary. */ if (weight.x > 0.0f) { const dual2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y() : co.y(), co.z()); f += weight.x * svm_image_texture(kg, sd, node.id, uv, node.flags); } if (weight.y > 0.0f) { const dual2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x() : co.x(), co.z()); f += weight.y * svm_image_texture(kg, sd, node.id, uv, node.flags); } if (weight.z > 0.0f) { const dual2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y() : co.y(), co.x()); f += weight.z * svm_image_texture(kg, sd, node.id, uv, node.flags); } if (stack_valid(node.out_offset)) { stack_store_float3(stack, node.out_offset, make_float3(f.x, f.y, f.z)); } if (stack_valid(node.alpha_offset)) { stack_store_float(stack, node.alpha_offset, f.w); } } template ccl_device_inline auto svm_node_tex_environment_projection(Float3Type co, const uint proj) { co = safe_normalize(co); if (proj == 0) { return direction_to_equirectangular(co); } return direction_to_mirrorball(co); } template ccl_device_noinline void svm_node_tex_environment( KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *ccl_restrict stack, const ccl_global SVMNodeTexEnvironment &ccl_restrict node) { const Float3Type co = stack_load(stack, node.co); const dual2 uv(svm_node_tex_environment_projection(co, node.projection)); const float4 f = svm_image_texture(kg, sd, node.id, uv, node.flags); if (stack_valid(node.out_offset)) { stack_store_float3(stack, node.out_offset, make_float3(f.x, f.y, f.z)); } if (stack_valid(node.alpha_offset)) { stack_store_float(stack, node.alpha_offset, f.w); } } CCL_NAMESPACE_END