static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima= (Image*)node->id;
	ImageUser *iuser= NULL;
	NodeTexImage *tex = node->storage;
	int isdata = tex->color_space == SHD_COLORSPACE_NONE;
	int ret;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_environment_empty", in, out);

	if (!in[0].link)
		in[0].link = GPU_builtin(GPU_VIEW_POSITION);

	node_shader_gpu_tex_mapping(mat, node, in, out);

	ret = GPU_stack_link(mat, "node_tex_environment", in, out, GPU_image(ima, iuser, isdata));

	if (ret) {
		ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
		if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
		    GPU_material_do_color_management(mat))
		{
			GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
		}
		BKE_image_release_ibuf(ima, ibuf, NULL);
	}

	return ret;
}
static int node_shader_gpu_oct_tex_float_image(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) {
	int          ret;
    float        rgb[4];
    int          isdata;
	Image        *ima   = (Image*)node->id;
	ImageUser    *iuser = NULL;
	NodeTexImage *tex   = node->storage;
    if(!tex) {
        node_oct_float_image_tex_init(0, node);
        tex   = node->storage;
    }
	isdata = tex->color_space == SHD_COLORSPACE_NONE;

    in[0].type = GPU_VEC3;
	in[0].link = GPU_attribute(CD_MTFACE, "");
    in[1].type = GPU_NONE;

	if(!ima) return GPU_stack_link(mat, "node_tex_image_empty", in, out, GPU_uniform(rgb));
	
	node_shader_gpu_tex_mapping(mat, node, in, out);

	ret = GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata), GPU_uniform(rgb));
	if(ret) {
		ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
		if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 && GPU_material_do_color_management(mat)) {
			GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
		}
		BKE_image_release_ibuf(ima, ibuf, NULL);
	}
	return ret;
}
static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima = (Image *)node->id;
	ImageUser *iuser = NULL;
	NodeTexImage *tex = node->storage;

	GPUNodeLink *norm;

	int isdata = tex->color_space == SHD_COLORSPACE_NONE;
	float blend = tex->projection_blend;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_image_empty", in, out);

	if (!in[0].link)
		in[0].link = GPU_attribute(CD_MTFACE, "");

	node_shader_gpu_tex_mapping(mat, node, in, out);

	switch (tex->projection) {
		case SHD_PROJ_FLAT:
			GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
			break;
		case SHD_PROJ_BOX:
			GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL),
			                                          GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
			                                          &norm);
			GPU_link(mat, "direction_transform_m4v3", norm,
			                                          GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
			                                          &norm);
			GPU_link(mat, "node_tex_image_box", in[0].link,
			                                    norm,
			                                    GPU_image(ima, iuser, isdata),
			                                    GPU_uniform(&blend),
			                                    &out[0].link,
			                                    &out[1].link);
			break;
		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);
			GPU_stack_link(mat, "node_tex_image", 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);
			GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
			break;
	}

	ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
	if ((tex->color_space == SHD_COLORSPACE_COLOR) &&
	    ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
	    GPU_material_do_color_management(mat))
	{
		GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
	}
	BKE_image_release_ibuf(ima, ibuf, NULL);

	return true;
}
static int node_shader_gpu_tex_voronoi(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[0].link)
		in[0].link = GPU_attribute(CD_ORCO, "");

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_voronoi", in, out);
}
Exemple #5
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static int node_shader_gpu_tex_noise(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[0].link)
		in[0].link = GPU_attribute(CD_ORCO, "");

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_noise", in, out);
}
static int node_shader_gpu_tex_checker(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[0].link) {
		in[0].link = GPU_attribute(CD_ORCO, "");
		GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
	}

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_checker", in, out);
}
static int node_shader_gpu_tex_magic(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	NodeTexMagic *tex = (NodeTexMagic*)node->storage;
	float depth = tex->depth;

	if (!in[0].link)
		in[0].link = GPU_attribute(CD_ORCO, "");

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_magic", in, out, GPU_uniform(&depth));
}
static int node_shader_gpu_tex_gradient(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[0].link) {
		in[0].link = GPU_attribute(CD_ORCO, "");
		GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
	}

	node_shader_gpu_tex_mapping(mat, node, in, out);

	NodeTexGradient *tex = (NodeTexGradient *)node->storage;
	float gradient_type = tex->gradient_type;
	return GPU_stack_link(mat, "node_tex_gradient", in, out, GPU_uniform(&gradient_type));
}
static int node_shader_gpu_tex_noise(GPUMaterial *mat,
                                     bNode *node,
                                     bNodeExecData *UNUSED(execdata),
                                     GPUNodeStack *in,
                                     GPUNodeStack *out)
{
  if (!in[0].link) {
    in[0].link = GPU_attribute(CD_ORCO, "");
    GPU_link(mat, "generated_texco", GPU_builtin(GPU_VIEW_POSITION), in[0].link, &in[0].link);
  }

  node_shader_gpu_tex_mapping(mat, node, in, out);

  return GPU_stack_link(mat, node, "node_tex_noise", in, out);
}
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima= (Image*)node->id;
	ImageUser *iuser= NULL;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_environment_empty", in, out);

	if (!in[0].link)
		in[0].link = GPU_builtin(GPU_VIEW_POSITION);

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_environment", in, out, GPU_image(ima, iuser));
}
static int node_shader_gpu_tex_brick(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	if (!in[0].link) {
		in[0].link = GPU_attribute(CD_ORCO, "");
		GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
	}

	node_shader_gpu_tex_mapping(mat, node, in, out);
	NodeTexBrick *tex = (NodeTexBrick *)node->storage;
	float offset_freq = tex->offset_freq;
	float squash_freq = tex->squash_freq;
	return GPU_stack_link(mat, "node_tex_brick",
	                      in, out,
	                      GPU_uniform(&tex->offset), GPU_uniform(&offset_freq),
	                      GPU_uniform(&tex->squash), GPU_uniform(&squash_freq));
}
Exemple #12
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static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima= (Image*)node->id;
	ImageUser *iuser= NULL;

	if (!ima) {
		float black[4] = {0.0f, 0.0f, 0.0f, 1.0f};
		GPUNodeLink *vec = GPU_uniform(black);
		return GPU_stack_link(mat, "set_rgba", out, out, vec);
	}
	
	if (!in[0].link)
		in[0].link = GPU_attribute(CD_MTFACE, "");

	node_shader_gpu_tex_mapping(mat, node, in, out);

	return GPU_stack_link(mat, "node_tex_image", in, out, GPU_image(ima, iuser));
}
static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
	Image *ima = (Image *)node->id;
	ImageUser *iuser = NULL;
	NodeTexImage *tex = node->storage;
	int isdata = tex->color_space == SHD_COLORSPACE_NONE;

	if (!ima)
		return GPU_stack_link(mat, "node_tex_environment_empty", in, out);

	if (!in[0].link) {
		GPUMatType type = GPU_Material_get_type(mat);
		
		if (type == GPU_MATERIAL_TYPE_MESH)
			in[0].link = GPU_builtin(GPU_VIEW_POSITION);
		else
			GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
	}
	
	node_shader_gpu_tex_mapping(mat, node, in, out);

	if (tex->projection == SHD_PROJ_EQUIRECTANGULAR)
		GPU_stack_link(mat, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
	else
		GPU_stack_link(mat, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
		
	ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
	if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
	    GPU_material_do_color_management(mat))
	{
		GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
	}
	BKE_image_release_ibuf(ima, ibuf, NULL);

	return true;
}
static int node_shader_gpu_tex_environment(GPUMaterial *mat,
                                           bNode *node,
                                           bNodeExecData *UNUSED(execdata),
                                           GPUNodeStack *in,
                                           GPUNodeStack *out)
{
  Image *ima = (Image *)node->id;
  NodeTexEnvironment *tex = node->storage;

  /* We get the image user from the original node, since GPU image keeps
   * a pointer to it and the dependency refreshes the original. */
  bNode *node_original = node->original ? node->original : node;
  NodeTexImage *tex_original = node_original->storage;
  ImageUser *iuser = &tex_original->iuser;

  GPUNodeLink *outalpha;

  if (!ima) {
    return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
  }

  if (!in[0].link) {
    GPU_link(mat, "node_tex_environment_texco", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
  }

  node_shader_gpu_tex_mapping(mat, node, in, out);

  /* Compute texture coordinate. */
  if (tex->projection == SHD_PROJ_EQUIRECTANGULAR) {
    /* To fix pole issue we clamp the v coordinate. The clamp value depends on the filter size. */
    float clamp_size = (ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART)) ? 1.5 : 0.5;
    GPU_link(mat,
             "node_tex_environment_equirectangular",
             in[0].link,
             GPU_constant(&clamp_size),
             GPU_image(ima, iuser),
             &in[0].link);
  }
  else {
    GPU_link(mat, "node_tex_environment_mirror_ball", in[0].link, &in[0].link);
  }

  /* Sample texture with correct interpolation. */
  switch (tex->interpolation) {
    case SHD_INTERP_LINEAR:
      /* Force the highest mipmap and don't do anisotropic filtering.
       * This is to fix the artifact caused by derivatives discontinuity. */
      GPU_link(mat,
               "node_tex_image_linear_no_mip",
               in[0].link,
               GPU_image(ima, iuser),
               &out[0].link,
               &outalpha);
      break;
    case SHD_INTERP_CLOSEST:
      GPU_link(mat,
               "node_tex_image_nearest",
               in[0].link,
               GPU_image(ima, iuser),
               &out[0].link,
               &outalpha);
      break;
    default:
      GPU_link(
          mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser), &out[0].link, &outalpha);
      break;
  }

  if (out[0].hasoutput) {
    GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
  }

  return true;
}