This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
256 lines
7.8 KiB
C
256 lines
7.8 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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#ifdef __TEXTURES__
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ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint flags)
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{
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if (id == -1) {
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return make_float4(
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TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B, TEX_IMAGE_MISSING_A);
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}
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float4 r = kernel_tex_image_interp(kg, id, x, y);
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const float alpha = r.w;
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if ((flags & NODE_IMAGE_ALPHA_UNASSOCIATE) && alpha != 1.0f && alpha != 0.0f) {
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r /= alpha;
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const int texture_type = kernel_tex_type(id);
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if (texture_type == IMAGE_DATA_TYPE_BYTE4 || texture_type == IMAGE_DATA_TYPE_BYTE) {
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r = min(r, make_float4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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r.w = alpha;
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}
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if (flags & NODE_IMAGE_COMPRESS_AS_SRGB) {
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r = color_srgb_to_linear_v4(r);
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}
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return r;
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}
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/* Remap coordnate from 0..1 box to -1..-1 */
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ccl_device_inline float3 texco_remap_square(float3 co)
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{
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return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
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}
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ccl_device void svm_node_tex_image(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint co_offset, out_offset, alpha_offset, flags;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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float2 tex_co;
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if (node.w == NODE_IMAGE_PROJ_SPHERE) {
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co = texco_remap_square(co);
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tex_co = map_to_sphere(co);
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}
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else if (node.w == NODE_IMAGE_PROJ_TUBE) {
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co = texco_remap_square(co);
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tex_co = map_to_tube(co);
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}
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else {
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tex_co = make_float2(co.x, co.y);
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}
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/* TODO(lukas): Consider moving tile information out of the SVM node.
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* TextureInfo seems a reasonable candidate. */
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int id = -1;
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int num_nodes = (int)node.y;
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if (num_nodes > 0) {
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/* Remember the offset of the node following the tile nodes. */
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int next_offset = (*offset) + num_nodes;
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/* Find the tile that the UV lies in. */
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int tx = (int)tex_co.x;
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int ty = (int)tex_co.y;
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/* Check that we're within a legitimate tile. */
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if (tx >= 0 && ty >= 0 && tx < 10) {
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int tile = 1001 + 10 * ty + tx;
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/* Find the index of the tile. */
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for (int i = 0; i < num_nodes; i++) {
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uint4 tile_node = read_node(kg, offset);
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if (tile_node.x == tile) {
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id = tile_node.y;
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break;
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}
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if (tile_node.z == tile) {
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id = tile_node.w;
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break;
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}
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}
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/* If we found the tile, offset the UVs to be relative to it. */
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if (id != -1) {
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tex_co.x -= tx;
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tex_co.y -= ty;
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}
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}
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/* Skip over the remaining nodes. */
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*offset = next_offset;
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}
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else {
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id = -num_nodes;
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}
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float4 f = svm_image_texture(kg, id, tex_co.x, tex_co.y, flags);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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/* get object space normal */
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float3 N = sd->N;
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N = sd->N;
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object_inverse_normal_transform(kg, sd, &N);
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/* project from direction vector to barycentric coordinates in triangles */
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float3 signed_N = N;
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N.x = fabsf(N.x);
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N.y = fabsf(N.y);
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N.z = fabsf(N.z);
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N /= (N.x + N.y + N.z);
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/* basic idea is to think of this as a triangle, each corner representing
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* one of the 3 faces of the cube. in the corners we have single textures,
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* in between we blend between two textures, and in the middle we a blend
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* between three textures.
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*
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* the Nxyz values are the barycentric coordinates in an equilateral
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* triangle, which in case of blending, in the middle has a smaller
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* equilateral triangle where 3 textures blend. this divides things into
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* 7 zones, with an if() test for each zone */
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float3 weight = make_float3(0.0f, 0.0f, 0.0f);
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float blend = __int_as_float(node.w);
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float limit = 0.5f * (1.0f + blend);
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/* first test for corners with single texture */
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if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) {
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weight.x = 1.0f;
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}
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else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) {
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weight.y = 1.0f;
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}
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else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) {
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weight.z = 1.0f;
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}
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else if (blend > 0.0f) {
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/* in case of blending, test for mixes between two textures */
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if (N.z < (1.0f - limit) * (N.y + N.x)) {
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weight.x = N.x / (N.x + N.y);
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weight.x = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.y = 1.0f - weight.x;
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}
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else if (N.x < (1.0f - limit) * (N.y + N.z)) {
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weight.y = N.y / (N.y + N.z);
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weight.y = saturate((weight.y - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.y;
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}
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else if (N.y < (1.0f - limit) * (N.x + N.z)) {
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weight.x = N.x / (N.x + N.z);
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weight.x = saturate((weight.x - 0.5f * (1.0f - blend)) / blend);
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weight.z = 1.0f - weight.x;
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}
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else {
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/* last case, we have a mix between three */
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weight.x = ((2.0f - limit) * N.x + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.y = ((2.0f - limit) * N.y + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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weight.z = ((2.0f - limit) * N.z + (limit - 1.0f)) / (2.0f * limit - 1.0f);
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}
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}
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else {
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/* Desperate mode, no valid choice anyway, fallback to one side.*/
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weight.x = 1.0f;
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}
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/* now fetch textures */
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uint co_offset, out_offset, alpha_offset, flags;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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uint id = node.y;
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float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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/* Map so that no textures are flipped, rotation is somewhat arbitrary. */
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if (weight.x > 0.0f) {
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float2 uv = make_float2((signed_N.x < 0.0f) ? 1.0f - co.y : co.y, co.z);
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f += weight.x * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (weight.y > 0.0f) {
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float2 uv = make_float2((signed_N.y > 0.0f) ? 1.0f - co.x : co.x, co.z);
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f += weight.y * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (weight.z > 0.0f) {
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float2 uv = make_float2((signed_N.z > 0.0f) ? 1.0f - co.y : co.y, co.x);
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f += weight.z * svm_image_texture(kg, id, uv.x, uv.y, flags);
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}
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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ccl_device void svm_node_tex_environment(KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint4 node)
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{
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uint id = node.y;
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uint co_offset, out_offset, alpha_offset, flags;
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uint projection = node.w;
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svm_unpack_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &flags);
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float3 co = stack_load_float3(stack, co_offset);
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float2 uv;
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co = safe_normalize(co);
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if (projection == 0)
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uv = direction_to_equirectangular(co);
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else
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uv = direction_to_mirrorball(co);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, flags);
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if (stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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if (stack_valid(alpha_offset))
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stack_store_float(stack, alpha_offset, f.w);
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}
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#endif /* __TEXTURES__ */
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CCL_NAMESPACE_END
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