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blender-archive/source/blender/render/intern/source/render_texture.c

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
/** \file
* \ingroup render
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "BLI_math.h"
#include "BLI_noise.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "DNA_anim_types.h"
#include "DNA_texture_types.h"
#include "DNA_object_types.h"
#include "DNA_light_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_material_types.h"
#include "DNA_image_types.h"
#include "DNA_node_types.h"
#include "IMB_imbuf_types.h"
#include "IMB_colormanagement.h"
#include "BKE_image.h"
#include "BKE_node.h"
#include "BKE_animsys.h"
#include "BKE_colorband.h"
#include "BKE_material.h"
#include "BKE_scene.h"
#include "BKE_texture.h"
#include "MEM_guardedalloc.h"
#include "render_types.h"
#include "texture.h"
#include "RE_render_ext.h"
#include "RE_shader_ext.h"
static RNG_THREAD_ARRAY *random_tex_array;
void RE_texture_rng_init(void)
{
random_tex_array = BLI_rng_threaded_new();
}
void RE_texture_rng_exit(void)
{
BLI_rng_threaded_free(random_tex_array);
}
/* ------------------------------------------------------------------------- */
/* this allows colorbanded textures to control normals as well */
static void tex_normal_derivate(Tex *tex, TexResult *texres)
{
if (tex->flag & TEX_COLORBAND) {
float col[4];
if (BKE_colorband_evaluate(tex->coba, texres->tin, col)) {
float fac0, fac1, fac2, fac3;
fac0= (col[0]+col[1]+col[2]);
BKE_colorband_evaluate(tex->coba, texres->nor[0], col);
fac1= (col[0]+col[1]+col[2]);
BKE_colorband_evaluate(tex->coba, texres->nor[1], col);
fac2= (col[0]+col[1]+col[2]);
BKE_colorband_evaluate(tex->coba, texres->nor[2], col);
fac3= (col[0]+col[1]+col[2]);
texres->nor[0]= (fac0 - fac1) / 3.0f;
texres->nor[1]= (fac0 - fac2) / 3.0f;
texres->nor[2]= (fac0 - fac3) / 3.0f;
return;
}
}
texres->nor[0]= texres->tin - texres->nor[0];
texres->nor[1]= texres->tin - texres->nor[1];
texres->nor[2]= texres->tin - texres->nor[2];
}
static int blend(Tex *tex, const float texvec[3], TexResult *texres)
{
float x, y, t;
if (tex->flag & TEX_FLIPBLEND) {
x= texvec[1];
y= texvec[0];
}
else {
x= texvec[0];
y= texvec[1];
}
if (tex->stype==TEX_LIN) { /* lin */
texres->tin= (1.0f+x)/2.0f;
}
else if (tex->stype==TEX_QUAD) { /* quad */
texres->tin= (1.0f+x)/2.0f;
if (texres->tin<0.0f) texres->tin= 0.0f;
else texres->tin*= texres->tin;
}
else if (tex->stype==TEX_EASE) { /* ease */
texres->tin= (1.0f+x)/2.0f;
if (texres->tin<=0.0f) texres->tin= 0.0f;
else if (texres->tin>=1.0f) texres->tin= 1.0f;
else {
t= texres->tin*texres->tin;
texres->tin= (3.0f*t-2.0f*t*texres->tin);
}
}
else if (tex->stype==TEX_DIAG) { /* diag */
texres->tin= (2.0f+x+y)/4.0f;
}
else if (tex->stype==TEX_RAD) { /* radial */
texres->tin = (atan2f(y, x) / (float)(2 * M_PI) + 0.5f);
}
else { /* sphere TEX_SPHERE */
texres->tin = 1.0f - sqrtf(x * x + y * y + texvec[2] * texvec[2]);
if (texres->tin<0.0f) texres->tin= 0.0f;
if (tex->stype==TEX_HALO) texres->tin*= texres->tin; /* halo */
}
BRICONT;
return TEX_INT;
}
/* ------------------------------------------------------------------------- */
/* ************************************************************************* */
/* newnoise: all noisebased types now have different noisebases to choose from */
static int clouds(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
texres->tin = BLI_gTurbulence(tex->noisesize, texvec[0], texvec[1], texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
if (texres->nor!=NULL) {
/* calculate bumpnormal */
texres->nor[0] = BLI_gTurbulence(tex->noisesize, texvec[0] + tex->nabla, texvec[1], texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
texres->nor[1] = BLI_gTurbulence(tex->noisesize, texvec[0], texvec[1] + tex->nabla, texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
texres->nor[2] = BLI_gTurbulence(tex->noisesize, texvec[0], texvec[1], texvec[2] + tex->nabla, tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
if (tex->stype==TEX_COLOR) {
/* in this case, int. value should really be computed from color,
* and bumpnormal from that, would be too slow, looks ok as is */
texres->tr = texres->tin;
texres->tg = BLI_gTurbulence(tex->noisesize, texvec[1], texvec[0], texvec[2], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
texres->tb = BLI_gTurbulence(tex->noisesize, texvec[1], texvec[2], texvec[0], tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
BRICONTRGB;
texres->ta = 1.0;
return (rv | TEX_RGB);
}
BRICONT;
return rv;
}
/* creates a sine wave */
static float tex_sin(float a)
{
a = 0.5f + 0.5f * sinf(a);
return a;
}
/* creates a saw wave */
static float tex_saw(float a)
{
const float b = 2*M_PI;
int n = (int)(a / b);
a -= n*b;
if (a < 0) a += b;
return a / b;
}
/* creates a triangle wave */
static float tex_tri(float a)
{
const float b = 2*M_PI;
const float rmax = 1.0;
a = rmax - 2.0f*fabsf(floorf((a*(1.0f/b))+0.5f) - (a*(1.0f/b)));
return a;
}
/* computes basic wood intensity value at x,y,z */
static float wood_int(Tex *tex, float x, float y, float z)
{
float wi = 0;
short wf = tex->noisebasis2; /* wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 */
short wt = tex->stype; /* wood type: TEX_BAND=0, TEX_RING=1, TEX_BANDNOISE=2, TEX_RINGNOISE=3 */
float (*waveform[3])(float); /* create array of pointers to waveform functions */
waveform[0] = tex_sin; /* assign address of tex_sin() function to pointer array */
waveform[1] = tex_saw;
waveform[2] = tex_tri;
if ((wf>TEX_TRI) || (wf<TEX_SIN)) wf=0; /* check to be sure noisebasis2 is initialized ahead of time */
if (wt==TEX_BAND) {
wi = waveform[wf]((x + y + z)*10.0f);
}
else if (wt==TEX_RING) {
wi = waveform[wf](sqrtf(x*x + y*y + z*z)*20.0f);
}
else if (wt==TEX_BANDNOISE) {
wi = tex->turbul*BLI_gNoise(tex->noisesize, x, y, z, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
wi = waveform[wf]((x + y + z)*10.0f + wi);
}
else if (wt==TEX_RINGNOISE) {
wi = tex->turbul*BLI_gNoise(tex->noisesize, x, y, z, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
wi = waveform[wf](sqrtf(x*x + y*y + z*z)*20.0f + wi);
}
return wi;
}
static int wood(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv=TEX_INT;
texres->tin = wood_int(tex, texvec[0], texvec[1], texvec[2]);
if (texres->nor!=NULL) {
/* calculate bumpnormal */
texres->nor[0] = wood_int(tex, texvec[0] + tex->nabla, texvec[1], texvec[2]);
texres->nor[1] = wood_int(tex, texvec[0], texvec[1] + tex->nabla, texvec[2]);
texres->nor[2] = wood_int(tex, texvec[0], texvec[1], texvec[2] + tex->nabla);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
BRICONT;
return rv;
}
/* computes basic marble intensity at x,y,z */
static float marble_int(Tex *tex, float x, float y, float z)
{
float n, mi;
short wf = tex->noisebasis2; /* wave form: TEX_SIN=0, TEX_SAW=1, TEX_TRI=2 */
short mt = tex->stype; /* marble type: TEX_SOFT=0, TEX_SHARP=1, TEX_SHAPER=2 */
float (*waveform[3])(float); /* create array of pointers to waveform functions */
waveform[0] = tex_sin; /* assign address of tex_sin() function to pointer array */
waveform[1] = tex_saw;
waveform[2] = tex_tri;
if ((wf>TEX_TRI) || (wf<TEX_SIN)) wf=0; /* check to be sure noisebasis2 isn't initialized ahead of time */
n = 5.0f * (x + y + z);
mi = n + tex->turbul * BLI_gTurbulence(tex->noisesize, x, y, z, tex->noisedepth, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
if (mt>=TEX_SOFT) { /* TEX_SOFT always true */
mi = waveform[wf](mi);
if (mt==TEX_SHARP) {
mi = sqrtf(mi);
}
else if (mt==TEX_SHARPER) {
mi = sqrtf(sqrtf(mi));
}
}
return mi;
}
static int marble(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv=TEX_INT;
texres->tin = marble_int(tex, texvec[0], texvec[1], texvec[2]);
if (texres->nor!=NULL) {
/* calculate bumpnormal */
texres->nor[0] = marble_int(tex, texvec[0] + tex->nabla, texvec[1], texvec[2]);
texres->nor[1] = marble_int(tex, texvec[0], texvec[1] + tex->nabla, texvec[2]);
texres->nor[2] = marble_int(tex, texvec[0], texvec[1], texvec[2] + tex->nabla);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
BRICONT;
return rv;
}
/* ------------------------------------------------------------------------- */
static int magic(Tex *tex, const float texvec[3], TexResult *texres)
{
float x, y, z, turb;
int n;
n= tex->noisedepth;
turb= tex->turbul/5.0f;
x = sinf(( texvec[0] + texvec[1] + texvec[2]) * 5.0f);
y = cosf((-texvec[0] + texvec[1] - texvec[2]) * 5.0f);
z = -cosf((-texvec[0] - texvec[1] + texvec[2]) * 5.0f);
if (n>0) {
x*= turb;
y*= turb;
z*= turb;
y= -cosf(x-y+z);
y*= turb;
if (n>1) {
x= cosf(x-y-z);
x*= turb;
if (n>2) {
z= sinf(-x-y-z);
z*= turb;
if (n>3) {
x= -cosf(-x+y-z);
x*= turb;
if (n>4) {
y= -sinf(-x+y+z);
y*= turb;
if (n>5) {
y= -cosf(-x+y+z);
y*= turb;
if (n>6) {
x= cosf(x+y+z);
x*= turb;
if (n>7) {
z= sinf(x+y-z);
z*= turb;
if (n>8) {
x= -cosf(-x-y+z);
x*= turb;
if (n>9) {
y= -sinf(x-y+z);
y*= turb;
}
}
}
}
}
}
}
}
}
}
if (turb!=0.0f) {
turb*= 2.0f;
x/= turb;
y/= turb;
z/= turb;
}
texres->tr = 0.5f - x;
texres->tg = 0.5f - y;
texres->tb = 0.5f - z;
texres->tin= (1.0f / 3.0f) * (texres->tr + texres->tg + texres->tb);
BRICONTRGB;
texres->ta = 1.0f;
return TEX_RGB;
}
/* ------------------------------------------------------------------------- */
/* newnoise: stucci also modified to use different noisebasis */
static int stucci(Tex *tex, const float texvec[3], TexResult *texres)
{
float nor[3], b2, ofs;
int retval= TEX_INT;
b2= BLI_gNoise(tex->noisesize, texvec[0], texvec[1], texvec[2], (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
ofs= tex->turbul/200.0f;
if (tex->stype) ofs*=(b2*b2);
nor[0] = BLI_gNoise(tex->noisesize, texvec[0]+ofs, texvec[1], texvec[2], (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
nor[1] = BLI_gNoise(tex->noisesize, texvec[0], texvec[1]+ofs, texvec[2], (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
nor[2] = BLI_gNoise(tex->noisesize, texvec[0], texvec[1], texvec[2]+ofs, (tex->noisetype!=TEX_NOISESOFT), tex->noisebasis);
texres->tin= nor[2];
if (texres->nor) {
copy_v3_v3(texres->nor, nor);
tex_normal_derivate(tex, texres);
if (tex->stype==TEX_WALLOUT) {
texres->nor[0]= -texres->nor[0];
texres->nor[1]= -texres->nor[1];
texres->nor[2]= -texres->nor[2];
}
retval |= TEX_NOR;
}
if (tex->stype==TEX_WALLOUT)
texres->tin= 1.0f-texres->tin;
if (texres->tin<0.0f)
texres->tin= 0.0f;
return retval;
}
/* ------------------------------------------------------------------------- */
/* newnoise: musgrave terrain noise types */
static float mg_mFractalOrfBmTex(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
float (*mgravefunc)(float, float, float, float, float, float, int);
if (tex->stype==TEX_MFRACTAL)
mgravefunc = mg_MultiFractal;
else
mgravefunc = mg_fBm;
texres->tin = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
if (texres->nor!=NULL) {
float offs= tex->nabla/tex->noisesize; /* also scaling of texvec */
/* calculate bumpnormal */
texres->nor[0] = tex->ns_outscale*mgravefunc(texvec[0] + offs, texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
texres->nor[1] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1] + offs, texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
texres->nor[2] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2] + offs, tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->noisebasis);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
BRICONT;
return rv;
}
static float mg_ridgedOrHybridMFTex(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
float (*mgravefunc)(float, float, float, float, float, float, float, float, int);
if (tex->stype==TEX_RIDGEDMF)
mgravefunc = mg_RidgedMultiFractal;
else
mgravefunc = mg_HybridMultiFractal;
texres->tin = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
if (texres->nor!=NULL) {
float offs= tex->nabla/tex->noisesize; /* also scaling of texvec */
/* calculate bumpnormal */
texres->nor[0] = tex->ns_outscale*mgravefunc(texvec[0] + offs, texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
texres->nor[1] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1] + offs, texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
texres->nor[2] = tex->ns_outscale*mgravefunc(texvec[0], texvec[1], texvec[2] + offs, tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->mg_gain, tex->noisebasis);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
BRICONT;
return rv;
}
static float mg_HTerrainTex(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
texres->tin = tex->ns_outscale*mg_HeteroTerrain(texvec[0], texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
if (texres->nor!=NULL) {
float offs= tex->nabla/tex->noisesize; /* also scaling of texvec */
/* calculate bumpnormal */
texres->nor[0] = tex->ns_outscale*mg_HeteroTerrain(texvec[0] + offs, texvec[1], texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
texres->nor[1] = tex->ns_outscale*mg_HeteroTerrain(texvec[0], texvec[1] + offs, texvec[2], tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
texres->nor[2] = tex->ns_outscale*mg_HeteroTerrain(texvec[0], texvec[1], texvec[2] + offs, tex->mg_H, tex->mg_lacunarity, tex->mg_octaves, tex->mg_offset, tex->noisebasis);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
BRICONT;
return rv;
}
static float mg_distNoiseTex(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
texres->tin = mg_VLNoise(texvec[0], texvec[1], texvec[2], tex->dist_amount, tex->noisebasis, tex->noisebasis2);
if (texres->nor!=NULL) {
float offs= tex->nabla/tex->noisesize; /* also scaling of texvec */
/* calculate bumpnormal */
texres->nor[0] = mg_VLNoise(texvec[0] + offs, texvec[1], texvec[2], tex->dist_amount, tex->noisebasis, tex->noisebasis2);
texres->nor[1] = mg_VLNoise(texvec[0], texvec[1] + offs, texvec[2], tex->dist_amount, tex->noisebasis, tex->noisebasis2);
texres->nor[2] = mg_VLNoise(texvec[0], texvec[1], texvec[2] + offs, tex->dist_amount, tex->noisebasis, tex->noisebasis2);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
BRICONT;
return rv;
}
/* ------------------------------------------------------------------------- */
/* newnoise: Voronoi texture type, probably the slowest, especially with minkovsky, bumpmapping, could be done another way */
static float voronoiTex(Tex *tex, const float texvec[3], TexResult *texres)
{
int rv = TEX_INT;
float da[4], pa[12]; /* distance and point coordinate arrays of 4 nearest neighbors */
float aw1 = fabsf(tex->vn_w1);
float aw2 = fabsf(tex->vn_w2);
float aw3 = fabsf(tex->vn_w3);
float aw4 = fabsf(tex->vn_w4);
float sc = (aw1 + aw2 + aw3 + aw4);
if (sc!=0.f) sc = tex->ns_outscale/sc;
voronoi(texvec[0], texvec[1], texvec[2], da, pa, tex->vn_mexp, tex->vn_distm);
texres->tin = sc * fabsf(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
if (tex->vn_coltype) {
float ca[3]; /* cell color */
cellNoiseV(pa[0], pa[1], pa[2], ca);
texres->tr = aw1*ca[0];
texres->tg = aw1*ca[1];
texres->tb = aw1*ca[2];
cellNoiseV(pa[3], pa[4], pa[5], ca);
texres->tr += aw2*ca[0];
texres->tg += aw2*ca[1];
texres->tb += aw2*ca[2];
cellNoiseV(pa[6], pa[7], pa[8], ca);
texres->tr += aw3*ca[0];
texres->tg += aw3*ca[1];
texres->tb += aw3*ca[2];
cellNoiseV(pa[9], pa[10], pa[11], ca);
texres->tr += aw4*ca[0];
texres->tg += aw4*ca[1];
texres->tb += aw4*ca[2];
if (tex->vn_coltype>=2) {
float t1 = (da[1]-da[0])*10;
if (t1>1) t1=1;
if (tex->vn_coltype==3) t1*=texres->tin; else t1*=sc;
texres->tr *= t1;
texres->tg *= t1;
texres->tb *= t1;
}
else {
texres->tr *= sc;
texres->tg *= sc;
texres->tb *= sc;
}
}
if (texres->nor!=NULL) {
float offs= tex->nabla/tex->noisesize; /* also scaling of texvec */
/* calculate bumpnormal */
voronoi(texvec[0] + offs, texvec[1], texvec[2], da, pa, tex->vn_mexp, tex->vn_distm);
texres->nor[0] = sc * fabsf(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
voronoi(texvec[0], texvec[1] + offs, texvec[2], da, pa, tex->vn_mexp, tex->vn_distm);
texres->nor[1] = sc * fabsf(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
voronoi(texvec[0], texvec[1], texvec[2] + offs, da, pa, tex->vn_mexp, tex->vn_distm);
texres->nor[2] = sc * fabsf(tex->vn_w1*da[0] + tex->vn_w2*da[1] + tex->vn_w3*da[2] + tex->vn_w4*da[3]);
tex_normal_derivate(tex, texres);
rv |= TEX_NOR;
}
if (tex->vn_coltype) {
BRICONTRGB;
texres->ta = 1.0;
return (rv | TEX_RGB);
}
BRICONT;
return rv;
}
/* ------------------------------------------------------------------------- */
static int texnoise(Tex *tex, TexResult *texres, int thread)
{
float div=3.0;
int val, ran, loop, shift = 29;
ran= BLI_rng_thread_rand(random_tex_array, thread);
loop= tex->noisedepth;
/* start from top bits since they have more variance */
val= ((ran >> shift) & 3);
while (loop--) {
shift -= 2;
val *= ((ran >> shift) & 3);
div *= 3.0f;
}
texres->tin= ((float)val)/div;
BRICONT;
return TEX_INT;
}
/* ------------------------------------------------------------------------- */
static int cubemap_glob(const float n[3], float x, float y, float z, float *adr1, float *adr2)
{
float x1, y1, z1, nor[3];
int ret;
if (n==NULL) {
nor[0]= x; nor[1]= y; nor[2]= z; /* use local render coord */
}
else {
copy_v3_v3(nor, n);
}
x1 = fabsf(nor[0]);
y1 = fabsf(nor[1]);
z1 = fabsf(nor[2]);
if (z1>=x1 && z1>=y1) {
*adr1 = (x + 1.0f) / 2.0f;
*adr2 = (y + 1.0f) / 2.0f;
ret= 0;
}
else if (y1>=x1 && y1>=z1) {
*adr1 = (x + 1.0f) / 2.0f;
*adr2 = (z + 1.0f) / 2.0f;
ret= 1;
}
else {
*adr1 = (y + 1.0f) / 2.0f;
*adr2 = (z + 1.0f) / 2.0f;
ret= 2;
}
return ret;
}
/* ------------------------------------------------------------------------- */
/* ------------------------------------------------------------------------- */
static void do_2d_mapping(
const MTex *mtex, float texvec[3], const float n[3], float dxt[3], float dyt[3])
{
Tex *tex;
float fx, fy, fac1, area[8];
int ok, proj, areaflag= 0, wrap;
/* mtex variables localized, only cubemap doesn't cooperate yet... */
wrap= mtex->mapping;
tex= mtex->tex;
if (!(dxt && dyt)) {
if (wrap==MTEX_FLAT) {
fx = (texvec[0] + 1.0f) / 2.0f;
fy = (texvec[1] + 1.0f) / 2.0f;
}
else if (wrap == MTEX_TUBE) map_to_tube( &fx, &fy, texvec[0], texvec[1], texvec[2]);
else if (wrap == MTEX_SPHERE) map_to_sphere(&fx, &fy, texvec[0], texvec[1], texvec[2]);
else {
cubemap_glob(n, texvec[0], texvec[1], texvec[2], &fx, &fy);
}
/* repeat */
if (tex->extend==TEX_REPEAT) {
if (tex->xrepeat>1) {
float origf= fx *= tex->xrepeat;
if (fx>1.0f) fx -= (int)(fx);
else if (fx<0.0f) fx+= 1-(int)(fx);
if (tex->flag & TEX_REPEAT_XMIR) {
int orig= (int)floor(origf);
if (orig & 1)
fx= 1.0f-fx;
}
}
if (tex->yrepeat>1) {
float origf= fy *= tex->yrepeat;
if (fy>1.0f) fy -= (int)(fy);
else if (fy<0.0f) fy+= 1-(int)(fy);
if (tex->flag & TEX_REPEAT_YMIR) {
int orig= (int)floor(origf);
if (orig & 1)
fy= 1.0f-fy;
}
}
}
/* crop */
if (tex->cropxmin!=0.0f || tex->cropxmax!=1.0f) {
fac1= tex->cropxmax - tex->cropxmin;
fx= tex->cropxmin+ fx*fac1;
}
if (tex->cropymin!=0.0f || tex->cropymax!=1.0f) {
fac1= tex->cropymax - tex->cropymin;
fy= tex->cropymin+ fy*fac1;
}
texvec[0]= fx;
texvec[1]= fy;
}
else {
if (wrap==MTEX_FLAT) {
fx= (texvec[0] + 1.0f) / 2.0f;
fy= (texvec[1] + 1.0f) / 2.0f;
dxt[0]/= 2.0f;
dxt[1]/= 2.0f;
dxt[2]/= 2.0f;
dyt[0]/= 2.0f;
dyt[1]/= 2.0f;
dyt[2]/= 2.0f;
}
else if (ELEM(wrap, MTEX_TUBE, MTEX_SPHERE)) {
/* exception: the seam behind (y<0.0) */
ok= 1;
if (texvec[1]<=0.0f) {
fx= texvec[0]+dxt[0];
fy= texvec[0]+dyt[0];
if (fx>=0.0f && fy>=0.0f && texvec[0]>=0.0f) {
/* pass */
}
else if (fx<=0.0f && fy<=0.0f && texvec[0]<=0.0f) {
/* pass */
}
else {
ok = 0;
}
}
if (ok) {
if (wrap==MTEX_TUBE) {
map_to_tube(area, area+1, texvec[0], texvec[1], texvec[2]);
map_to_tube(area + 2, area + 3, texvec[0] + dxt[0], texvec[1] + dxt[1], texvec[2] + dxt[2]);
map_to_tube(area + 4, area + 5, texvec[0] + dyt[0], texvec[1] + dyt[1], texvec[2] + dyt[2]);
}
else {
map_to_sphere(area, area+1, texvec[0], texvec[1], texvec[2]);
map_to_sphere(area + 2, area + 3, texvec[0] + dxt[0], texvec[1] + dxt[1], texvec[2] + dxt[2]);
map_to_sphere(area + 4, area + 5, texvec[0] + dyt[0], texvec[1] + dyt[1], texvec[2] + dyt[2]);
}
areaflag= 1;
}
else {
if (wrap==MTEX_TUBE) map_to_tube( &fx, &fy, texvec[0], texvec[1], texvec[2]);
else map_to_sphere(&fx, &fy, texvec[0], texvec[1], texvec[2]);
dxt[0]/= 2.0f;
dxt[1]/= 2.0f;
dyt[0]/= 2.0f;
dyt[1]/= 2.0f;
}
}
else {
proj = cubemap_glob(n, texvec[0], texvec[1], texvec[2], &fx, &fy);
if (proj==1) {
SWAP(float, dxt[1], dxt[2]);
SWAP(float, dyt[1], dyt[2]);
}
else if (proj==2) {
float f1= dxt[0], f2= dyt[0];
dxt[0]= dxt[1];
dyt[0]= dyt[1];
dxt[1]= dxt[2];
dyt[1]= dyt[2];
dxt[2]= f1;
dyt[2]= f2;
}
dxt[0] *= 0.5f;
dxt[1] *= 0.5f;
dxt[2] *= 0.5f;
dyt[0] *= 0.5f;
dyt[1] *= 0.5f;
dyt[2] *= 0.5f;
}
/* if area, then reacalculate dxt[] and dyt[] */
if (areaflag) {
fx= area[0];
fy= area[1];
dxt[0]= area[2]-fx;
dxt[1]= area[3]-fy;
dyt[0]= area[4]-fx;
dyt[1]= area[5]-fy;
}
/* repeat */
if (tex->extend==TEX_REPEAT) {
float max= 1.0f;
if (tex->xrepeat>1) {
float origf= fx *= tex->xrepeat;
/* TXF: omit mirror here, see comments in do_material_tex() after do_2d_mapping() call */
if (tex->texfilter == TXF_BOX) {
if (fx>1.0f) fx -= (int)(fx);
else if (fx<0.0f) fx+= 1-(int)(fx);
if (tex->flag & TEX_REPEAT_XMIR) {
int orig= (int)floor(origf);
if (orig & 1)
fx= 1.0f-fx;
}
}
max= tex->xrepeat;
dxt[0]*= tex->xrepeat;
dyt[0]*= tex->xrepeat;
}
if (tex->yrepeat>1) {
float origf= fy *= tex->yrepeat;
/* TXF: omit mirror here, see comments in do_material_tex() after do_2d_mapping() call */
if (tex->texfilter == TXF_BOX) {
if (fy>1.0f) fy -= (int)(fy);
else if (fy<0.0f) fy+= 1-(int)(fy);
if (tex->flag & TEX_REPEAT_YMIR) {
int orig= (int)floor(origf);
if (orig & 1)
fy= 1.0f-fy;
}
}
if (max<tex->yrepeat)
max= tex->yrepeat;
dxt[1]*= tex->yrepeat;
dyt[1]*= tex->yrepeat;
}
if (max!=1.0f) {
dxt[2]*= max;
dyt[2]*= max;
}
}
/* crop */
if (tex->cropxmin!=0.0f || tex->cropxmax!=1.0f) {
fac1= tex->cropxmax - tex->cropxmin;
fx= tex->cropxmin+ fx*fac1;
dxt[0]*= fac1;
dyt[0]*= fac1;
}
if (tex->cropymin!=0.0f || tex->cropymax!=1.0f) {
fac1= tex->cropymax - tex->cropymin;
fy= tex->cropymin+ fy*fac1;
dxt[1]*= fac1;
dyt[1]*= fac1;
}
texvec[0]= fx;
texvec[1]= fy;
}
}
/* ************************************** */
static int multitex(Tex *tex,
float texvec[3],
float dxt[3], float dyt[3],
int osatex,
TexResult *texres,
const short thread,
const short which_output,
struct ImagePool *pool,
const bool skip_load_image,
const bool texnode_preview,
const bool use_nodes)
{
float tmpvec[3];
int retval = 0; /* return value, int:0, col:1, nor:2, everything:3 */
texres->talpha = false; /* is set when image texture returns alpha (considered premul) */
if (use_nodes && tex->use_nodes && tex->nodetree) {
const float cfra = 1.0f; /* This was only set for Blender Internal render before. */
retval = ntreeTexExecTree(tex->nodetree, texres, texvec, dxt, dyt, osatex, thread,
tex, which_output, cfra, texnode_preview, NULL);
}
else {
switch (tex->type) {
case 0:
texres->tin= 0.0f;
return 0;
case TEX_CLOUDS:
retval = clouds(tex, texvec, texres);
break;
case TEX_WOOD:
retval = wood(tex, texvec, texres);
break;
case TEX_MARBLE:
retval = marble(tex, texvec, texres);
break;
case TEX_MAGIC:
retval = magic(tex, texvec, texres);
break;
case TEX_BLEND:
retval = blend(tex, texvec, texres);
break;
case TEX_STUCCI:
retval = stucci(tex, texvec, texres);
break;
case TEX_NOISE:
retval = texnoise(tex, texres, thread);
break;
case TEX_IMAGE:
if (osatex) retval = imagewraposa(tex, tex->ima, NULL, texvec, dxt, dyt, texres, pool, skip_load_image);
else retval = imagewrap(tex, tex->ima, NULL, texvec, texres, pool, skip_load_image);
if (tex->ima) {
BKE_image_tag_time(tex->ima);
}
break;
case TEX_MUSGRAVE:
/* newnoise: musgrave types */
/* ton: added this, for Blender convention reason.
* artificer: added the use of tmpvec to avoid scaling texvec
*/
copy_v3_v3(tmpvec, texvec);
mul_v3_fl(tmpvec, 1.0f / tex->noisesize);
switch (tex->stype) {
case TEX_MFRACTAL:
case TEX_FBM:
retval = mg_mFractalOrfBmTex(tex, tmpvec, texres);
break;
case TEX_RIDGEDMF:
case TEX_HYBRIDMF:
retval = mg_ridgedOrHybridMFTex(tex, tmpvec, texres);
break;
case TEX_HTERRAIN:
retval = mg_HTerrainTex(tex, tmpvec, texres);
break;
}
break;
/* newnoise: voronoi type */
case TEX_VORONOI:
/* ton: added this, for Blender convention reason.
* artificer: added the use of tmpvec to avoid scaling texvec
*/
copy_v3_v3(tmpvec, texvec);
mul_v3_fl(tmpvec, 1.0f / tex->noisesize);
retval = voronoiTex(tex, tmpvec, texres);
break;
case TEX_DISTNOISE:
/* ton: added this, for Blender convention reason.
* artificer: added the use of tmpvec to avoid scaling texvec
*/
copy_v3_v3(tmpvec, texvec);
mul_v3_fl(tmpvec, 1.0f / tex->noisesize);
retval = mg_distNoiseTex(tex, tmpvec, texres);
break;
}
}
if (tex->flag & TEX_COLORBAND) {
float col[4];
if (BKE_colorband_evaluate(tex->coba, texres->tin, col)) {
texres->talpha = true;
texres->tr= col[0];
texres->tg= col[1];
texres->tb= col[2];
texres->ta= col[3];
retval |= TEX_RGB;
}
}
return retval;
}
static int multitex_nodes_intern(Tex *tex,
float texvec[3],
float dxt[3], float dyt[3],
int osatex,
TexResult *texres,
const short thread,
short which_output,
MTex *mtex, struct
ImagePool *pool,
const bool scene_color_manage,
const bool skip_load_image,
const bool texnode_preview,
const bool use_nodes)
{
if (tex==NULL) {
memset(texres, 0, sizeof(TexResult));
return 0;
}
if (mtex)
which_output= mtex->which_output;
if (tex->type==TEX_IMAGE) {
int rgbnor;
if (mtex) {
/* we have mtex, use it for 2d mapping images only */
do_2d_mapping(mtex, texvec, NULL, dxt, dyt);
rgbnor = multitex(tex,
texvec,
dxt, dyt,
osatex,
texres,
thread,
which_output,
pool,
skip_load_image,
texnode_preview,
use_nodes);
if (mtex->mapto & (MAP_COL)) {
ImBuf *ibuf = BKE_image_pool_acquire_ibuf(tex->ima, &tex->iuser, pool);
/* don't linearize float buffers, assumed to be linear */
if (ibuf != NULL &&
ibuf->rect_float == NULL &&
(rgbnor & TEX_RGB) &&
scene_color_manage)
{
IMB_colormanagement_colorspace_to_scene_linear_v3(&texres->tr, ibuf->rect_colorspace);
}
BKE_image_pool_release_ibuf(tex->ima, ibuf, pool);
}
}
else {
/* we don't have mtex, do default flat 2d projection */
MTex localmtex;
float texvec_l[3], dxt_l[3], dyt_l[3];
localmtex.mapping= MTEX_FLAT;
localmtex.tex= tex;
localmtex.object= NULL;
localmtex.texco= TEXCO_ORCO;
copy_v3_v3(texvec_l, texvec);
if (dxt && dyt) {
copy_v3_v3(dxt_l, dxt);
copy_v3_v3(dyt_l, dyt);
}
else {
zero_v3(dxt_l);
zero_v3(dyt_l);
}
do_2d_mapping(&localmtex, texvec_l, NULL, dxt_l, dyt_l);
rgbnor = multitex(tex,
texvec_l,
dxt_l, dyt_l,
osatex,
texres,
thread,
which_output,
pool,
skip_load_image,
texnode_preview,
use_nodes);
{
ImBuf *ibuf = BKE_image_pool_acquire_ibuf(tex->ima, &tex->iuser, pool);
/* don't linearize float buffers, assumed to be linear */
if (ibuf != NULL &&
ibuf->rect_float == NULL &&
(rgbnor & TEX_RGB) &&
scene_color_manage)
{
IMB_colormanagement_colorspace_to_scene_linear_v3(&texres->tr, ibuf->rect_colorspace);
}
BKE_image_pool_release_ibuf(tex->ima, ibuf, pool);
}
}
return rgbnor;
}
else {
return multitex(tex,
texvec,
dxt, dyt,
osatex,
texres,
thread,
which_output,
pool,
skip_load_image,
texnode_preview,
use_nodes);
}
}
/* this is called from the shader and texture nodes
* Use it from render pipeline only!
*/
int multitex_nodes(Tex *tex, float texvec[3], float dxt[3], float dyt[3], int osatex, TexResult *texres,
const short thread, short which_output, MTex *mtex, struct ImagePool *pool)
{
return multitex_nodes_intern(tex, texvec, dxt, dyt, osatex, texres,
thread, which_output, mtex, pool, true,
false,
false,
true);
}
/* Warning, if the texres's values are not declared zero, check the return value to be sure
* the color values are set before using the r/g/b values, otherwise you may use uninitialized values - Campbell
*
* Use it for stuff which is out of render pipeline.
*/
int multitex_ext(Tex *tex,
float texvec[3],
float dxt[3], float dyt[3],
int osatex,
TexResult *texres,
const short thread,
struct ImagePool *pool,
bool scene_color_manage,
const bool skip_load_image)
{
return multitex_nodes_intern(tex,
texvec,
dxt, dyt,
osatex,
texres,
thread,
0,
NULL,
pool,
scene_color_manage,
skip_load_image,
false,
true);
}
/* extern-tex doesn't support nodes (ntreeBeginExec() can't be called when rendering is going on)\
*
* Use it for stuff which is out of render pipeline.
*/
int multitex_ext_safe(Tex *tex, float texvec[3], TexResult *texres, struct ImagePool *pool, bool scene_color_manage, const bool skip_load_image)
{
return multitex_nodes_intern(tex,
texvec,
NULL, NULL,
0,
texres,
0,
0,
NULL,
pool,
scene_color_manage,
skip_load_image,
false,
false);
}
/* ------------------------------------------------------------------------- */
/* in = destination, tex = texture, out = previous color */
/* fact = texture strength, facg = button strength value */
void texture_rgb_blend(float in[3], const float tex[3], const float out[3], float fact, float facg, int blendtype)
{
float facm;
switch (blendtype) {
case MTEX_BLEND:
fact*= facg;
facm= 1.0f-fact;
in[0]= (fact*tex[0] + facm*out[0]);
in[1]= (fact*tex[1] + facm*out[1]);
in[2]= (fact*tex[2] + facm*out[2]);
break;
case MTEX_MUL:
fact*= facg;
facm= 1.0f-fact;
in[0]= (facm+fact*tex[0])*out[0];
in[1]= (facm+fact*tex[1])*out[1];
in[2]= (facm+fact*tex[2])*out[2];
break;
case MTEX_SCREEN:
fact*= facg;
facm= 1.0f-fact;
in[0]= 1.0f - (facm+fact*(1.0f-tex[0])) * (1.0f-out[0]);
in[1]= 1.0f - (facm+fact*(1.0f-tex[1])) * (1.0f-out[1]);
in[2]= 1.0f - (facm+fact*(1.0f-tex[2])) * (1.0f-out[2]);
break;
case MTEX_OVERLAY:
fact*= facg;
facm= 1.0f-fact;
if (out[0] < 0.5f)
in[0] = out[0] * (facm + 2.0f*fact*tex[0]);
else
in[0] = 1.0f - (facm + 2.0f*fact*(1.0f - tex[0])) * (1.0f - out[0]);
if (out[1] < 0.5f)
in[1] = out[1] * (facm + 2.0f*fact*tex[1]);
else
in[1] = 1.0f - (facm + 2.0f*fact*(1.0f - tex[1])) * (1.0f - out[1]);
if (out[2] < 0.5f)
in[2] = out[2] * (facm + 2.0f*fact*tex[2]);
else
in[2] = 1.0f - (facm + 2.0f*fact*(1.0f - tex[2])) * (1.0f - out[2]);
break;
case MTEX_SUB:
fact= -fact;
ATTR_FALLTHROUGH;
case MTEX_ADD:
fact*= facg;
in[0]= (fact*tex[0] + out[0]);
in[1]= (fact*tex[1] + out[1]);
in[2]= (fact*tex[2] + out[2]);
break;
case MTEX_DIV:
fact*= facg;
facm= 1.0f-fact;
if (tex[0]!=0.0f)
in[0]= facm*out[0] + fact*out[0]/tex[0];
if (tex[1]!=0.0f)
in[1]= facm*out[1] + fact*out[1]/tex[1];
if (tex[2]!=0.0f)
in[2]= facm*out[2] + fact*out[2]/tex[2];
break;
case MTEX_DIFF:
fact*= facg;
facm= 1.0f-fact;
in[0]= facm*out[0] + fact*fabsf(tex[0]-out[0]);
in[1]= facm*out[1] + fact*fabsf(tex[1]-out[1]);
in[2]= facm*out[2] + fact*fabsf(tex[2]-out[2]);
break;
case MTEX_DARK:
fact*= facg;
facm= 1.0f-fact;
in[0] = min_ff(out[0], tex[0])*fact + out[0]*facm;
in[1] = min_ff(out[1], tex[1])*fact + out[1]*facm;
in[2] = min_ff(out[2], tex[2])*fact + out[2]*facm;
break;
case MTEX_LIGHT:
fact*= facg;
in[0] = max_ff(fact * tex[0], out[0]);
in[1] = max_ff(fact * tex[1], out[1]);
in[2] = max_ff(fact * tex[2], out[2]);
break;
case MTEX_BLEND_HUE:
fact*= facg;
copy_v3_v3(in, out);
ramp_blend(MA_RAMP_HUE, in, fact, tex);
break;
case MTEX_BLEND_SAT:
fact*= facg;
copy_v3_v3(in, out);
ramp_blend(MA_RAMP_SAT, in, fact, tex);
break;
case MTEX_BLEND_VAL:
fact*= facg;
copy_v3_v3(in, out);
ramp_blend(MA_RAMP_VAL, in, fact, tex);
break;
case MTEX_BLEND_COLOR:
fact*= facg;
copy_v3_v3(in, out);
ramp_blend(MA_RAMP_COLOR, in, fact, tex);
break;
case MTEX_SOFT_LIGHT:
fact*= facg;
copy_v3_v3(in, out);
ramp_blend(MA_RAMP_SOFT, in, fact, tex);
break;
case MTEX_LIN_LIGHT:
fact*= facg;
copy_v3_v3(in, out);
ramp_blend(MA_RAMP_LINEAR, in, fact, tex);
break;
}
}
float texture_value_blend(float tex, float out, float fact, float facg, int blendtype)
{
float in=0.0, facm, col, scf;
int flip= (facg < 0.0f);
facg= fabsf(facg);
fact*= facg;
facm= 1.0f-fact;
if (flip) SWAP(float, fact, facm);
switch (blendtype) {
case MTEX_BLEND:
in= fact*tex + facm*out;
break;
case MTEX_MUL:
facm= 1.0f-facg;
in= (facm+fact*tex)*out;
break;
case MTEX_SCREEN:
facm= 1.0f-facg;
in= 1.0f-(facm+fact*(1.0f-tex))*(1.0f-out);
break;
case MTEX_OVERLAY:
facm= 1.0f-facg;
if (out < 0.5f)
in = out * (facm + 2.0f*fact*tex);
else
in = 1.0f - (facm + 2.0f*fact*(1.0f - tex)) * (1.0f - out);
break;
case MTEX_SUB:
fact= -fact;
ATTR_FALLTHROUGH;
case MTEX_ADD:
in= fact*tex + out;
break;
case MTEX_DIV:
if (tex!=0.0f)
in= facm*out + fact*out/tex;
break;
case MTEX_DIFF:
in= facm*out + fact*fabsf(tex-out);
break;
case MTEX_DARK:
in = min_ff(out, tex)*fact + out*facm;
break;
case MTEX_LIGHT:
col= fact*tex;
if (col > out) in= col; else in= out;
break;
case MTEX_SOFT_LIGHT:
scf=1.0f - (1.0f - tex) * (1.0f - out);
in= facm*out + fact * ((1.0f - out) * tex * out) + (out * scf);
break;
case MTEX_LIN_LIGHT:
if (tex > 0.5f)
in = out + fact*(2.0f*(tex - 0.5f));
else
in = out + fact*(2.0f*tex - 1.0f);
break;
}
return in;
}
/* ------------------------------------------------------------------------- */
int externtex(const MTex *mtex,
const float vec[3],
float *tin, float *tr, float *tg, float *tb, float *ta,
const int thread,
struct ImagePool *pool,
const bool skip_load_image,
const bool texnode_preview)
{
Tex *tex;
TexResult texr;
float dxt[3], dyt[3], texvec[3];
int rgb;
tex= mtex->tex;
if (tex==NULL) return 0;
texr.nor= NULL;
/* placement */
if (mtex->projx) texvec[0]= mtex->size[0]*(vec[mtex->projx-1]+mtex->ofs[0]);
else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
if (mtex->projy) texvec[1]= mtex->size[1]*(vec[mtex->projy-1]+mtex->ofs[1]);
else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
if (mtex->projz) texvec[2]= mtex->size[2]*(vec[mtex->projz-1]+mtex->ofs[2]);
else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
/* texture */
if (tex->type==TEX_IMAGE) {
do_2d_mapping(mtex, texvec, NULL, dxt, dyt);
}
rgb = multitex(tex,
texvec,
dxt, dyt,
0, &texr,
thread,
mtex->which_output,
pool,
skip_load_image,
texnode_preview,
true);
if (rgb) {
texr.tin = IMB_colormanagement_get_luminance(&texr.tr);
}
else {
texr.tr= mtex->r;
texr.tg= mtex->g;
texr.tb= mtex->b;
}
*tin= texr.tin;
*tr= texr.tr;
*tg= texr.tg;
*tb= texr.tb;
*ta= texr.ta;
return (rgb != 0);
}