GPUMaterial: Texture Node: Add support for Cubic filtering

Like in cycles it's a bit more slower than linear but it's smoother.

Works for all projection type.
This commit is contained in:
Clément Foucault 2018-07-20 19:16:33 +02:00
parent 26b6b5871e
commit 28fa79219d
1 changed files with 74 additions and 2 deletions

View File

@ -1813,7 +1813,61 @@ void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float al
void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
node_tex_image_linear(co, ima, color, alpha);
vec2 tex_size = vec2(textureSize(ima, 0).xy);
co.xy *= tex_size;
/* texel center */
vec2 tc = floor(co.xy - 0.5) + 0.5;
vec2 f = co.xy - tc;
vec2 f2 = f * f;
vec2 f3 = f2 * f;
/* Bspline coefs (optimized) */
vec2 w3 = f3 / 6.0;
vec2 w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
vec2 w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
vec2 w2 = 1.0 - w0 - w1 - w3;
#if 1 /* Optimized version using 4 filtered tap. */
vec2 s0 = w0 + w1;
vec2 s1 = w2 + w3;
vec2 f0 = w1 / (w0 + w1);
vec2 f1 = w3 / (w2 + w3);
vec4 final_co;
final_co.xy = tc - 1.0 + f0;
final_co.zw = tc + 1.0 + f1;
final_co /= tex_size.xyxy;
color = texture(ima, final_co.xy) * s0.x * s0.y;
color += texture(ima, final_co.zy) * s1.x * s0.y;
color += texture(ima, final_co.xw) * s0.x * s1.y;
color += texture(ima, final_co.zw) * s1.x * s1.y;
#else /* Reference bruteforce 16 tap. */
color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, -1.0)), 0) * w1.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, -1.0)), 0) * w2.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, -1.0)), 0) * w3.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, 0.0)), 0) * w1.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, 0.0)), 0) * w2.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, 0.0)), 0) * w3.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, 1.0)), 0) * w1.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, 1.0)), 0) * w2.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, 1.0)), 0) * w3.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, 2.0)), 0) * w1.x * w3.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, 2.0)), 0) * w2.x * w3.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, 2.0)), 0) * w3.x * w3.y;
#endif
alpha = color.a;
}
void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
@ -1886,7 +1940,25 @@ void tex_box_sample_cubic(vec3 texco,
out vec4 color2,
out vec4 color3)
{
tex_box_sample_linear(texco, N, ima, color1, color2, color3);
float alpha;
/* X projection */
vec2 uv = texco.yz;
if (N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic(uv.xyy, ima, color1, alpha);
/* Y projection */
uv = texco.xz;
if (N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic(uv.xyy, ima, color2, alpha);
/* Z projection */
uv = texco.yx;
if (N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic(uv.xyy, ima, color3, alpha);
}
void tex_box_sample_smart(vec3 texco,