Eevee: Support for extension type in the Node Image Texture

This does not work with the box projection mode. Implementing for box
projection mode would be difficult, slow, and produce a lot of code
duplication. Also i'm not sure this is worth it, as it's not a common use
case.
This commit is contained in:
Clément Foucault 2018-11-07 19:40:24 +01:00
parent 0b837a4986
commit e0edac4cb2
2 changed files with 146 additions and 18 deletions

View File

@ -207,6 +207,12 @@ void point_texco_remap_square(vec3 vin, out vec3 vout)
vout = vec3(vin - vec3(0.5, 0.5, 0.5)) * 2.0;
}
void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout)
{
vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy);
vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy);
}
void point_map_to_sphere(vec3 vin, out vec3 vout)
{
float len = length(vin);
@ -2020,21 +2026,27 @@ void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float al
alpha = color.a;
}
void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
/* @arg f: signed distance to texel center. */
void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3)
{
vec2 f2 = f * f;
vec2 f3 = f2 * f;
/* Bspline coefs (optimized) */
w3 = f3 / 6.0;
w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
w2 = 1.0 - w0 - w1 - w3;
}
void node_tex_image_cubic_ex(vec3 co, sampler2D ima, float do_extend, out vec4 color, out float 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;
vec2 w0, w1, w2, w3;
cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
#if 1 /* Optimized version using 4 filtered tap. */
vec2 s0 = w0 + w1;
@ -2047,12 +2059,15 @@ void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alph
final_co.xy = tc - 1.0 + f0;
final_co.zw = tc + 1.0 + f1;
if (do_extend == 1.0) {
final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5);
}
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;
color = textureLod(ima, final_co.xy, 0.0) * s0.x * s0.y;
color += textureLod(ima, final_co.zy, 0.0) * s1.x * s0.y;
color += textureLod(ima, final_co.xw, 0.0) * s0.x * s1.y;
color += textureLod(ima, final_co.zw, 0.0) * s1.x * s1.y;
#else /* Reference bruteforce 16 tap. */
color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
@ -2079,10 +2094,20 @@ void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alph
alpha = color.a;
}
void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
}
void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
node_tex_image_cubic_ex(co, ima, 1.0, color, alpha);
}
void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
/* use cubic for now */
node_tex_image_cubic(co, ima, color, alpha);
node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
}
void tex_box_sample_linear(vec3 texco,
@ -2155,19 +2180,19 @@ void tex_box_sample_cubic(vec3 texco,
if (N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic(uv.xyy, ima, color1, alpha);
node_tex_image_cubic_ex(uv.xyy, ima, 0.0, 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);
node_tex_image_cubic_ex(uv.xyy, ima, 0.0, 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);
node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha);
}
void tex_box_sample_smart(vec3 texco,
@ -2235,6 +2260,69 @@ void node_tex_image_box(vec3 texco,
alpha = color.a;
}
void tex_clip_linear(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
vec2 tex_size = vec2(textureSize(ima, 0).xy);
vec2 minco = min(co.xy, 1.0 - co.xy);
minco = clamp(minco * tex_size + 0.5, 0.0, 1.0);
float fac = minco.x * minco.y;
color = mix(vec4(0.0), icolor, fac);
alpha = color.a;
}
void tex_clip_nearest(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
vec4 minco = vec4(co.xy, 1.0 - co.xy);
color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor;
alpha = color.a;
}
void tex_clip_cubic(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float 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 w0, w1, w2, w3;
cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
/* TODO Optimize this part. I'm sure there is a smarter way to do that.
* Could do that when sampling? */
#define CLIP_CUBIC_SAMPLE(samp, size) (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size))))
ivec2 itex_size = textureSize(ima, 0).xy;
float fac;
fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, -1.0), itex_size) * w1.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, -1.0), itex_size) * w2.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, -1.0), itex_size) * w3.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 0.0), itex_size) * w1.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 0.0), itex_size) * w2.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 0.0), itex_size) * w3.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 1.0), itex_size) * w1.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 1.0), itex_size) * w2.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 1.0), itex_size) * w3.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 2.0), itex_size) * w1.x * w3.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 2.0), itex_size) * w2.x * w3.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 2.0), itex_size) * w3.x * w3.y;
#undef CLIP_CUBIC_SAMPLE
color = mix(vec4(0.0), icolor, fac);
alpha = color.a;
}
void tex_clip_smart(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
tex_clip_cubic(co, ima, icolor, color, alpha);
}
void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
{
color = vec4(0.0);

View File

@ -67,6 +67,12 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
"tex_box_sample_cubic",
"tex_box_sample_smart"
};
static const char *names_clip[] = {
"tex_clip_linear",
"tex_clip_nearest",
"tex_clip_cubic",
"tex_clip_smart"
};
Image *ima = (Image *)node->id;
ImageUser *iuser = NULL;
@ -75,8 +81,18 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
? names_box[tex->interpolation]
: names[tex->interpolation];
bool do_color_correction = false;
bool do_texco_extend = (tex->extension != SHD_IMAGE_EXTENSION_REPEAT);
const bool do_texco_clip = (tex->extension == SHD_IMAGE_EXTENSION_CLIP);
GPUNodeLink *norm, *col1, *col2, *col3;
if (do_texco_extend && (tex->projection != SHD_PROJ_BOX) &&
ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART))
{
gpu_node_name = "node_tex_image_cubic_extend";
/* We do it inside the sampling function */
do_texco_extend = false;
}
GPUNodeLink *norm, *col1, *col2, *col3, *input_coords;
int isdata = tex->color_space == SHD_COLORSPACE_NONE;
float blend = tex->projection_blend;
@ -100,6 +116,12 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
switch (tex->projection) {
case SHD_PROJ_FLAT:
if (do_texco_clip) {
GPU_link(mat, "set_rgb", in[0].link, &input_coords);
}
if (do_texco_extend) {
GPU_link(mat, "point_texco_clamp", in[0].link, GPU_image(ima, iuser, isdata), &in[0].link);
}
GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
break;
case SHD_PROJ_BOX:
@ -131,15 +153,33 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
case SHD_PROJ_SPHERE:
GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
GPU_link(mat, "point_map_to_sphere", in[0].link, &in[0].link);
if (do_texco_clip) {
GPU_link(mat, "set_rgb", in[0].link, &input_coords);
}
if (do_texco_extend) {
GPU_link(mat, "point_texco_clamp", in[0].link, GPU_image(ima, iuser, isdata), &in[0].link);
}
GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
break;
case SHD_PROJ_TUBE:
GPU_link(mat, "point_texco_remap_square", in[0].link, &in[0].link);
GPU_link(mat, "point_map_to_tube", in[0].link, &in[0].link);
if (do_texco_clip) {
GPU_link(mat, "set_rgb", in[0].link, &input_coords);
}
if (do_texco_extend) {
GPU_link(mat, "point_texco_clamp", in[0].link, GPU_image(ima, iuser, isdata), &in[0].link);
}
GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
break;
}
if (do_texco_clip && (tex->projection != SHD_PROJ_BOX)) {
GPU_link(mat, names_clip[tex->interpolation],
input_coords, GPU_image(ima, iuser, isdata), out[0].link,
&out[0].link, &out[1].link);
}
if (do_color_correction && (tex->projection != SHD_PROJ_BOX)) {
GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
}