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Merge pull request #1152 from luisbarrancos/placement2d
Add placement2dTexture node
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src/appleseed.shaders/src/maya/as_maya_place2dTexture.osl
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// | ||
// This source file is part of appleseed. | ||
// Visit http://appleseedhq.net/ for additional information and resources. | ||
// | ||
// This software is released under the MIT license. | ||
// | ||
// Copyright (c) 2016 Luis Barrancos, The appleseedhq Organization | ||
// | ||
// Permission is hereby granted, free of charge, to any person obtaining a copy | ||
// of this software and associated documentation files (the "Software"), to deal | ||
// in the Software without restriction, including without limitation the rights | ||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
// copies of the Software, and to permit persons to whom the Software is | ||
// furnished to do so, subject to the following conditions: | ||
// | ||
// The above copyright notice and this permission notice shall be included in | ||
// all copies or substantial portions of the Software. | ||
// | ||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
// THE SOFTWARE. | ||
// | ||
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// Ref: $MAYA_LOCATION/docs/Nodes/place2dTexture.html | ||
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#include "appleseed/math/as_math_helpers.h" | ||
#include "appleseed/maya/as_maya_helpers.h" | ||
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shader as_maya_place2dTexture | ||
[[ | ||
string maya_node_name = "place2dTexture", | ||
string maya_classification = "utility/general/placement/2d" | ||
]] | ||
( | ||
float in_uvCoord[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "uvCoord", | ||
string maya_attribute_type = "float2", | ||
string label = "Input UV Coords" | ||
]], | ||
float in_uvFilterSize[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "uvFilterSize", | ||
string maya_attribute_type = "float2", | ||
string label = "Input UV Filter Size" | ||
]], | ||
float in_coverage[2] = {1.0, 1.0} | ||
[[ | ||
string maya_attribute_name = "coverage", | ||
string maya_attribute_type = "float2", | ||
string label = "Coverage" | ||
]], | ||
float in_translateFrame[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "translateFrame", | ||
string maya_attribute_type = "float2", | ||
string label = "UV Frame Translation" | ||
]], | ||
float in_rotateFrame = 0.0 | ||
[[ | ||
string maya_attribute_name = "rotateFrame", | ||
string maya_attribute_type = "angle", | ||
string label = "UV Frame Rotation" | ||
]], | ||
int in_mirrorU = 0 | ||
[[ | ||
string maya_attribute_name = "mirrorU", | ||
string maya_attribute_type = "bool", | ||
string label = "Mirror U", | ||
string widget = "checkBox" | ||
]], | ||
int in_mirrorV = 0 | ||
[[ | ||
string maya_attribute_name = "mirrorV", | ||
string maya_attribute_type = "bool", | ||
string label = "Mirror V", | ||
string widget = "checkBox" | ||
]], | ||
int in_stagger = 0 | ||
[[ | ||
string maya_attribute_name = "stagger", | ||
string maya_attribute_type = "bool", | ||
string label = "Stagger", | ||
string widget = "c heckBox" | ||
]], | ||
int in_wrapU = 0 | ||
[[ | ||
string maya_attribute_name = "wrapU", | ||
string maya_attribute_type = "bool", | ||
string label = "Wrap U", | ||
string widget = "checkBox" | ||
]], | ||
int in_wrapV = 0 | ||
[[ | ||
string maya_attribute_name = "wrapV", | ||
string maya_attribute_type = "bool", | ||
string label = "Wrap V", | ||
string widget = "checkBox" | ||
]], | ||
int in_repeatUV[2] = {1, 1} | ||
[[ | ||
string maya_attribute_name = "repeatUV", | ||
string maya_attribute_type = "float2", | ||
string label = "Repeat UV" | ||
]], | ||
float in_offset[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "offset", | ||
string maya_attribute_type = "float2", | ||
string label = "Offset" | ||
]], | ||
float in_rotateUV = 0.0 | ||
[[ | ||
string maya_attribute_name = "rotateUV", | ||
string maya_attribute_type = "angle", | ||
string label = "Rotate UV" | ||
]], | ||
float in_noiseUV[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "noiseUV", | ||
string maya_attribute_type = "float2", | ||
string label = "Noise UV" | ||
]], | ||
int in_fast = 0 | ||
[[ | ||
string maya_attribute_name = "fast", | ||
string maya_attribute_type = "bool", | ||
string label = "Fast", | ||
string widget = "checkBox" | ||
]], | ||
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output float out_outUV[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "outUV", | ||
string maya_attribute_type = "float2", | ||
string label = "Output UV", | ||
string widget = "null" | ||
]], | ||
output float out_outUvFilterSize[2] = {0.0, 0.0} | ||
[[ | ||
string maya_attribute_name = "outUvFilterSize", | ||
string maya_attribute_type = "float2", | ||
string label = "Output UV Filter Size", | ||
string widget = "null" | ||
]], | ||
output int out_doTransform = 1 | ||
[[ | ||
string maya_attribute_name = "doTransform", | ||
string maya_attribute_type = "bool", | ||
string label = "Do Transform", | ||
string widget = "null" | ||
]] | ||
) | ||
{ | ||
// The user might override input UV coords for the placement node. | ||
float st[2] = | ||
{ | ||
isconnected(in_uvCoord[0]) ? in_uvCoord[0] : u, | ||
isconnected(in_uvCoord[1]) ? in_uvCoord[1] : v | ||
}; | ||
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// Maya applies 2D noise 1st, xforms UV frame, then framed UV coords. | ||
if (in_noiseUV[0] || in_noiseUV[1]) | ||
{ | ||
// TODO: add & match 2D noise | ||
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if (in_noiseUV[0]) | ||
{ | ||
; | ||
} | ||
if (in_noiseUV[1]) | ||
{ | ||
; | ||
} | ||
} | ||
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if (in_rotateFrame) | ||
{ | ||
point rot = rotate( | ||
point(st[0], st[1], 0.0), | ||
radians(in_rotateFrame), | ||
point(0.5, 0.5, 0.0), | ||
point(0.5, 0.5, 1.0)); | ||
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st[0] = rot[0]; | ||
st[1] = rot[1]; | ||
} | ||
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// Coverage of UV frame ∈ [ε,1.0]², and translation. | ||
float coverage[2] = | ||
{ | ||
max(EPS, in_coverage[0]), | ||
max(EPS, in_coverage[1]) | ||
}; | ||
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if (coverage[0] < 1.0 || coverage[1] < 1.0) | ||
{ | ||
st[0] /= coverage[0]; | ||
st[1] /= coverage[1]; | ||
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if (in_translateFrame[0]) | ||
{ | ||
st[0] -= in_translateFrame[0] / coverage[0]; | ||
} | ||
if (in_translateFrame[1]) | ||
{ | ||
st[1] -= in_translateFrame[1] / coverage[1]; | ||
} | ||
} | ||
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if (in_wrapU) | ||
{ | ||
st[0] = mod(st[0], 1.0 / coverage[0]); | ||
} | ||
if (in_wrapV) | ||
{ | ||
st[1] = mod(st[1], 1.0 / coverage[1]); | ||
} | ||
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// Outside the covered UV frame, the downstream nodes use defaultColor. | ||
if (st[0] < 0.0 || st[0] > 1.0 || st[1] < 0.0 || st[1] > 1.0) | ||
{ | ||
st[0] = OUTSIDE_UVFRAME; | ||
st[1] = OUTSIDE_UVFRAME; | ||
} | ||
else | ||
{ | ||
st[0] *= in_repeatUV[0]; | ||
st[1] *= in_repeatUV[1]; | ||
st[0] += in_offset[0]; | ||
st[1] += in_offset[1]; | ||
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if (in_stagger && mod(st[1], 2) >= 1) | ||
{ | ||
st[0] += 0.5; | ||
} | ||
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if (in_mirrorU) | ||
{ | ||
if (mod(st[0], 2) >= 1.0) | ||
{ | ||
st[0] += 0.5; | ||
} | ||
} | ||
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if (in_mirrorV) | ||
{ | ||
if (mod(st[1], 2) >= 1.0) | ||
{ | ||
st[1] += 0.5; | ||
} | ||
} | ||
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if (in_rotateUV) | ||
{ | ||
point rot = rotate( | ||
point(st[0], st[1], 0.0), | ||
radians(in_rotateUV), | ||
point(0.5, 0.5, 0.0), | ||
point(0.5, 0.5, 1.0)); | ||
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st[0] = rot[0]; | ||
st[1] = rot[1]; | ||
} | ||
} | ||
out_outUV[0] = st[0]; | ||
out_outUV[1] = st[1]; | ||
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// Signal xforms applied on UV coords. | ||
if (in_rotateFrame || in_translateFrame[0] || in_translateFrame[1] || | ||
in_offset[0] || in_offset[1] || in_rotateUV ) | ||
{ | ||
out_doTransform = 1; | ||
} | ||
} | ||
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