Fix T52652: Cycles image box mapping has flipped textures.

This breaks backwards compatibility some in that 3 sides will be mapped
differently now, but difficult to avoid and can be considered a bugfix.
This commit is contained in:
Brecht Van Lommel 2017-09-05 18:11:13 +02:00
parent 56ff14ea63
commit dd8016f708
Notes: blender-bot 2023-09-29 13:10:13 +02:00
Referenced by commit 940fd87e77, Fix T103615: OSL image box mapping has flipped textures
Referenced by issue #52652, Cycles 3/6 textures reversed on cube with generated co-ordinates and box mapping
Referenced by issue #113038, shader editor's image texture node is aligning image to the wrong local axis when box projection is used.
2 changed files with 47 additions and 24 deletions

View File

@ -211,6 +211,8 @@ ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float
object_inverse_normal_transform(kg, sd, &N);
/* project from direction vector to barycentric coordinates in triangles */
float3 signed_N = N;
N.x = fabsf(N.x);
N.y = fabsf(N.y);
N.z = fabsf(N.z);
@ -280,12 +282,19 @@ ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float
float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
uint use_alpha = stack_valid(alpha_offset);
if(weight.x > 0.0f)
f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb, use_alpha);
if(weight.y > 0.0f)
f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb, use_alpha);
if(weight.z > 0.0f)
f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb, use_alpha);
/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
if(weight.x > 0.0f) {
float2 uv = make_float2((signed_N.x < 0.0f)? 1.0f - co.y: co.y, co.z);
f += weight.x*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
}
if(weight.y > 0.0f) {
float2 uv = make_float2((signed_N.y > 0.0f)? 1.0f - co.x: co.x, co.z);
f += weight.y*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
}
if(weight.z > 0.0f) {
float2 uv = make_float2((signed_N.z > 0.0f)? 1.0f - co.y: co.y, co.x);
f += weight.z*svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
}
if(stack_valid(out_offset))
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));

View File

@ -3116,15 +3116,17 @@ void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
}
void node_tex_image_box(vec3 texco,
vec3 nob,
vec3 N,
sampler2D ima,
float blend,
out vec4 color,
out float alpha)
{
vec3 signed_N = N;
/* project from direction vector to barycentric coordinates in triangles */
nob = vec3(abs(nob.x), abs(nob.y), abs(nob.z));
nob /= (nob.x + nob.y + nob.z);
N = vec3(abs(N.x), abs(N.y), abs(N.z));
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,
@ -3140,37 +3142,37 @@ void node_tex_image_box(vec3 texco,
float limit = 0.5 * (1.0 + blend);
/* first test for corners with single texture */
if (nob.x > limit * (nob.x + nob.y) && nob.x > limit * (nob.x + nob.z)) {
if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) {
weight.x = 1.0;
}
else if (nob.y > limit * (nob.x + nob.y) && nob.y > limit * (nob.y + nob.z)) {
else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) {
weight.y = 1.0;
}
else if (nob.z > limit * (nob.x + nob.z) && nob.z > limit * (nob.y + nob.z)) {
else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) {
weight.z = 1.0;
}
else if (blend > 0.0) {
/* in case of blending, test for mixes between two textures */
if (nob.z < (1.0 - limit) * (nob.y + nob.x)) {
weight.x = nob.x / (nob.x + nob.y);
if (N.z < (1.0 - limit) * (N.y + N.x)) {
weight.x = N.x / (N.x + N.y);
weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight.y = 1.0 - weight.x;
}
else if (nob.x < (1.0 - limit) * (nob.y + nob.z)) {
weight.y = nob.y / (nob.y + nob.z);
else if (N.x < (1.0 - limit) * (N.y + N.z)) {
weight.y = N.y / (N.y + N.z);
weight.y = clamp((weight.y - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight.z = 1.0 - weight.y;
}
else if (nob.y < (1.0 - limit) * (nob.x + nob.z)) {
weight.x = nob.x / (nob.x + nob.z);
else if (N.y < (1.0 - limit) * (N.x + N.z)) {
weight.x = N.x / (N.x + N.z);
weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0);
weight.z = 1.0 - weight.x;
}
else {
/* last case, we have a mix between three */
weight.x = ((2.0 - limit) * nob.x + (limit - 1.0)) / (2.0 * limit - 1.0);
weight.y = ((2.0 - limit) * nob.y + (limit - 1.0)) / (2.0 * limit - 1.0);
weight.z = ((2.0 - limit) * nob.z + (limit - 1.0)) / (2.0 * limit - 1.0);
weight.x = ((2.0 - limit) * N.x + (limit - 1.0)) / (2.0 * limit - 1.0);
weight.y = ((2.0 - limit) * N.y + (limit - 1.0)) / (2.0 * limit - 1.0);
weight.z = ((2.0 - limit) * N.z + (limit - 1.0)) / (2.0 * limit - 1.0);
}
}
else {
@ -3179,13 +3181,25 @@ void node_tex_image_box(vec3 texco,
}
color = vec4(0);
if (weight.x > 0.0) {
color += weight.x * texture2D(ima, texco.yz);
vec2 uv = texco.yz;
if(signed_N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
color += weight.x * texture2D(ima, uv);
}
if (weight.y > 0.0) {
color += weight.y * texture2D(ima, texco.xz);
vec2 uv = texco.xz;
if(signed_N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
color += weight.y * texture2D(ima, uv);
}
if (weight.z > 0.0) {
color += weight.z * texture2D(ima, texco.yx);
vec2 uv = texco.yx;
if(signed_N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
color += weight.z * texture2D(ima, uv);
}
alpha = color.a;