* Remove the manual OSA method but rather pass on derivatives to the textures. This means that at the moment e.g. the bricks node is not antialiased, but that image textures are now using mipmaps. Doing oversampling on the whole nodetree is convenient but it is really the individual textures that can do filtering best and quickest. * Image textures in a texture node tree were not color corrected and did not support 2d mapping, now it's passing along shadeinput to make this possible. Would like to avoid this but not sure how. * Fix preview not filling in all pixels when scaling or rotating in the texture nodes.
149 lines
4.3 KiB
C
149 lines
4.3 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "DNA_texture_types.h"
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#include "../SHD_util.h"
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/* **************** TEXTURE ******************** */
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static bNodeSocketType sh_node_texture_in[]= {
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{ SOCK_VECTOR, 1, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f}, /* no limit */
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_texture_out[]= {
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{ SOCK_VALUE, 0, "Value", 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_RGBA , 0, "Color", 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f},
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{ -1, 0, "" }
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};
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static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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if(data && node->id) {
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ShadeInput *shi= ((ShaderCallData *)data)->shi;
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TexResult texres;
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float vec[3], nor[3]={0.0f, 0.0f, 0.0f};
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int retval;
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short which_output = node->custom1;
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short thread = shi->thread;
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/* out: value, color, normal */
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/* we should find out if a normal as output is needed, for now we do all */
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texres.nor= nor;
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if(in[0]->hasinput) {
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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if(in[0]->datatype==NS_OSA_VECTORS) {
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float *fp= in[0]->data;
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retval= multitex_nodes((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres, thread, which_output, NULL, NULL);
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}
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else if(in[0]->datatype==NS_OSA_VALUES) {
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float *fp= in[0]->data;
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float dxt[3], dyt[3];
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dxt[0]= fp[0]; dxt[1]= dxt[2]= 0.0f;
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dyt[0]= fp[1]; dyt[1]= dyt[2]= 0.0f;
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retval= multitex_nodes((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output, NULL, NULL);
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}
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else
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retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL);
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}
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else {
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VECCOPY(vec, shi->lo);
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retval= multitex_nodes((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output, NULL, NULL);
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}
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/* stupid exception */
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if( ((Tex *)node->id)->type==TEX_STUCCI) {
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texres.tin= 0.5f + 0.7f*texres.nor[0];
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CLAMP(texres.tin, 0.0f, 1.0f);
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}
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/* intensity and color need some handling */
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if(texres.talpha)
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out[0]->vec[0]= texres.ta;
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else
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out[0]->vec[0]= texres.tin;
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if((retval & TEX_RGB)==0) {
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out[1]->vec[0]= out[0]->vec[0];
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out[1]->vec[1]= out[0]->vec[0];
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out[1]->vec[2]= out[0]->vec[0];
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out[1]->vec[3]= 1.0f;
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}
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else {
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out[1]->vec[0]= texres.tr;
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out[1]->vec[1]= texres.tg;
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out[1]->vec[2]= texres.tb;
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out[1]->vec[3]= 1.0f;
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}
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VECCOPY(out[2]->vec, nor);
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if(shi->do_preview)
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nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys);
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}
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}
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static int gpu_shader_texture(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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Tex *tex = (Tex*)node->id;
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if(tex && tex->type == TEX_IMAGE && tex->ima) {
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GPUNodeLink *texlink = GPU_image(tex->ima, NULL);
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return GPU_stack_link(mat, "texture_image", in, out, texlink);
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}
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else
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return 0;
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}
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bNodeType sh_node_texture= {
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/* *next,*prev */ NULL, NULL,
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/* type code */ SH_NODE_TEXTURE,
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/* name */ "Texture",
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/* width+range */ 120, 80, 240,
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/* class+opts */ NODE_CLASS_INPUT, NODE_OPTIONS|NODE_PREVIEW,
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/* input sock */ sh_node_texture_in,
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/* output sock */ sh_node_texture_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_texture,
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/* butfunc */ NULL,
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/* initfunc */ NULL,
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/* freestoragefunc */ NULL,
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/* copystoragefunc */ NULL,
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/* id */ NULL, NULL, NULL,
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/* gpufunc */ gpu_shader_texture
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};
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