GPUMaterial: Texture Node: support for nearest (closest) filtering method

Add placeholder for cubic and smart filtering for now.
This commit is contained in:
Clément Foucault
2018-07-20 15:45:59 +02:00
parent e7d8908f14
commit 26b6b5871e
2 changed files with 95 additions and 11 deletions

View File

@@ -1798,13 +1798,31 @@ void node_tex_environment_empty(vec3 co, out vec4 color)
color = vec4(1.0, 0.0, 1.0, 1.0);
}
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
color = texture(ima, co.xy);
alpha = color.a;
}
void tex_box_sample(vec3 texco,
void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
ivec2 pix = ivec2(co.xy * textureSize(ima, 0).xy);
color = texelFetch(ima, pix, 0);
alpha = color.a;
}
void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
node_tex_image_linear(co, ima, 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);
}
void tex_box_sample_linear(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
@@ -1831,6 +1849,56 @@ void tex_box_sample(vec3 texco,
color3 = texture(ima, uv);
}
void tex_box_sample_nearest(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
/* X projection */
vec2 uv = texco.yz;
if (N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
ivec2 pix = ivec2(uv.xy * textureSize(ima, 0).xy);
color1 = texelFetch(ima, pix, 0);
/* Y projection */
uv = texco.xz;
if (N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
pix = ivec2(uv.xy * textureSize(ima, 0).xy);
color2 = texelFetch(ima, pix, 0);
/* Z projection */
uv = texco.yx;
if (N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
pix = ivec2(uv.xy * textureSize(ima, 0).xy);
color3 = texelFetch(ima, pix, 0);
}
void tex_box_sample_cubic(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
tex_box_sample_linear(texco, N, ima, color1, color2, color3);
}
void tex_box_sample_smart(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
tex_box_sample_cubic(texco, N, ima, color1, color2, color3);
}
void node_tex_image_box(vec3 texco,
vec3 N,
vec4 color1,

View File

@@ -55,9 +55,25 @@ static void node_shader_init_tex_image(bNodeTree *UNUSED(ntree), bNode *node)
static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
static const char *names[] = {
"node_tex_image_linear",
"node_tex_image_nearest",
"node_tex_image_cubic",
"node_tex_image_smart"
};
static const char *names_box[] = {
"tex_box_sample_linear",
"tex_box_sample_nearest",
"tex_box_sample_cubic",
"tex_box_sample_smart"
};
Image *ima = (Image *)node->id;
ImageUser *iuser = NULL;
NodeTexImage *tex = node->storage;
const char *gpu_node_name = (tex->projection == SHD_PROJ_BOX)
? names_box[tex->interpolation]
: names[tex->interpolation];
bool do_color_correction = false;
GPUNodeLink *norm, *col1, *col2, *col3;
@@ -84,7 +100,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
switch (tex->projection) {
case SHD_PROJ_FLAT:
GPU_stack_link(mat, node, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
break;
case SHD_PROJ_BOX:
GPU_link(mat, "direction_transform_m4v3", GPU_builtin(GPU_VIEW_NORMAL),
@@ -93,12 +109,12 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat, bNode *node, bNodeExecDat
GPU_link(mat, "direction_transform_m4v3", norm,
GPU_builtin(GPU_INVERSE_OBJECT_MATRIX),
&norm);
GPU_link(mat, "tex_box_sample", in[0].link,
norm,
GPU_image(ima, iuser, isdata),
&col1,
&col2,
&col3);
GPU_link(mat, gpu_node_name, in[0].link,
norm,
GPU_image(ima, iuser, isdata),
&col1,
&col2,
&col3);
if (do_color_correction) {
GPU_link(mat, "srgb_to_linearrgb", col1, &col1);
GPU_link(mat, "srgb_to_linearrgb", col2, &col2);
@@ -115,12 +131,12 @@ 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);
GPU_stack_link(mat, node, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
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);
GPU_stack_link(mat, node, "node_tex_image", in, out, GPU_image(ima, iuser, isdata));
GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
break;
}