Revision: 52411
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=52411
Author:   blendix
Date:     2012-11-20 17:40:10 +0000 (Tue, 20 Nov 2012)
Log Message:
-----------
Fix cycles OSL missing support for texture mapping paramaters found in texture
properties tab.

Modified Paths:
--------------
    trunk/blender/intern/cycles/kernel/shaders/node_brick_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_checker_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_environment_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_gradient_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_image_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_magic_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_musgrave_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_noise_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_sky_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_voronoi_texture.osl
    trunk/blender/intern/cycles/kernel/shaders/node_wave_texture.osl
    trunk/blender/intern/cycles/render/image.cpp
    trunk/blender/intern/cycles/render/image.h
    trunk/blender/intern/cycles/render/nodes.cpp
    trunk/blender/intern/cycles/render/nodes.h
    trunk/blender/intern/cycles/render/osl.cpp
    trunk/blender/intern/cycles/render/osl.h

Modified: trunk/blender/intern/cycles/kernel/shaders/node_brick_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_brick_texture.osl   
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_brick_texture.osl   
2012-11-20 17:40:10 UTC (rev 52411)
@@ -58,6 +58,8 @@
 }
 
 shader node_brick_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        float Offset = 0.5,
        int OffsetFrequency = 2,
        float Squash = 1.0,
@@ -74,10 +76,15 @@
        output float Fac = 0.0,
        output color Color = color(0.2, 0.2, 0.2))
 {
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
        float tint = 0.0;
        color Col = Color1;
        
-       Fac = brick(Vector * Scale, MortarSize, Bias, BrickWidth, RowHeight,
+       Fac = brick(p * Scale, MortarSize, Bias, BrickWidth, RowHeight,
                Offset, OffsetFrequency, Squash, SquashFrequency, tint);
                
        if (Fac != 1.0) {

Modified: trunk/blender/intern/cycles/kernel/shaders/node_checker_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_checker_texture.osl 
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_checker_texture.osl 
2012-11-20 17:40:10 UTC (rev 52411)
@@ -40,6 +40,8 @@
 }
 
 shader node_checker_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        float Scale = 5.0,
        point Vector = P,
        color Color1 = color(0.8, 0.8, 0.8),
@@ -47,7 +49,12 @@
        output float Fac = 0.0,
        output color Color = color(0.0, 0.0, 0.0))
 {
-       Fac = checker(Vector * Scale);
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
+       Fac = checker(p * Scale);
        if (Fac == 1.0) {
                Color = Color1;
        }

Modified: 
trunk/blender/intern/cycles/kernel/shaders/node_environment_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_environment_texture.osl     
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_environment_texture.osl     
2012-11-20 17:40:10 UTC (rev 52411)
@@ -40,6 +40,8 @@
 }
 
 shader node_environment_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        vector Vector = P,
        string filename = "",
        string projection = "Equirectangular",
@@ -47,17 +49,21 @@
        output color Color = color(0.0, 0.0, 0.0),
        output float Alpha = 1.0)
 {
-       vector Vec = normalize(Vector);
+       vector p = Vector;
 
-       if (projection == "Equirectangular") {
-               Vec = environment_texture_direction_to_equirectangular(Vec);
-       }
-       else {
-               Vec = environment_texture_direction_to_mirrorball(Vec);
-       }
+       if (use_mapping)
+               p = transform(mapping, p);
+       
+       p = normalize(p);
 
-       Color = (color)texture(filename, Vec[0], 1.0 - Vec[1], "wrap", 
"periodic", "alpha", Alpha);
+       if (projection == "Equirectangular")
+               p = environment_texture_direction_to_equirectangular(p);
+       else
+               p = environment_texture_direction_to_mirrorball(p);
 
+       /* todo: use environment for better texture filtering of 
equirectangular */
+       Color = (color)texture(filename, p[0], 1.0 - p[1], "wrap", "periodic", 
"alpha", Alpha);
+
        if (color_space == "sRGB")
                Color = color_srgb_to_scene_linear(Color);
 }

Modified: trunk/blender/intern/cycles/kernel/shaders/node_gradient_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_gradient_texture.osl        
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_gradient_texture.osl        
2012-11-20 17:40:10 UTC (rev 52411)
@@ -63,12 +63,19 @@
 }
 
 shader node_gradient_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        string Type = "Linear",
        point Vector = P,
        output float Fac = 0.0,
        output color Color = color(0.0, 0.0, 0.0))
 {
-       Fac = gradient(Vector, Type);
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
+       Fac = gradient(p, Type);
        Color = color(Fac, Fac, Fac);
 }
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_image_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_image_texture.osl   
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_image_texture.osl   
2012-11-20 17:40:10 UTC (rev 52411)
@@ -30,6 +30,8 @@
 }
 
 shader node_image_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        point Vector = P,
        string filename = "",
        string color_space = "sRGB",
@@ -38,8 +40,13 @@
        output color Color = color(0.0, 0.0, 0.0),
        output float Alpha = 1.0)
 {
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
        if (projection == "Flat") {
-               Color = image_texture_lookup(filename, color_space, Vector[0], 
Vector[1], Alpha);
+               Color = image_texture_lookup(filename, color_space, p[0], p[1], 
Alpha);
        }
        else if (projection == "Box") {
                /* object space normal */
@@ -104,15 +111,15 @@
                float tmp_alpha;
 
                if (weight[0] > 0.0) {
-                       Color += weight[0]*image_texture_lookup(filename, 
color_space, Vector[1], Vector[2], tmp_alpha);
+                       Color += weight[0]*image_texture_lookup(filename, 
color_space, p[1], p[2], tmp_alpha);
                        Alpha += weight[0]*tmp_alpha;
                }
                if (weight[1] > 0.0) {
-                       Color += weight[1]*image_texture_lookup(filename, 
color_space, Vector[0], Vector[2], tmp_alpha);
+                       Color += weight[1]*image_texture_lookup(filename, 
color_space, p[0], p[2], tmp_alpha);
                        Alpha += weight[1]*tmp_alpha;
                }
                if (weight[2] > 0.0) {
-                       Color += weight[2]*image_texture_lookup(filename, 
color_space, Vector[1], Vector[0], tmp_alpha);
+                       Color += weight[2]*image_texture_lookup(filename, 
color_space, p[1], p[0], tmp_alpha);
                        Alpha += weight[2]*tmp_alpha;
                }
        }

Modified: trunk/blender/intern/cycles/kernel/shaders/node_magic_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_magic_texture.osl   
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_magic_texture.osl   
2012-11-20 17:40:10 UTC (rev 52411)
@@ -93,12 +93,19 @@
 }
 
 shader node_magic_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        int Depth = 2,
        float Distortion = 5.0,
        float Scale = 5.0,
        point Vector = P,
        output color Color = color(0.0, 0.0, 0.0))
 {
-       Color = magic(Vector * Scale, Depth, Distortion);
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
+       Color = magic(p * Scale, Depth, Distortion);
 }
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_musgrave_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_musgrave_texture.osl        
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_musgrave_texture.osl        
2012-11-20 17:40:10 UTC (rev 52411)
@@ -187,6 +187,8 @@
 /* Shader */
 
 shader node_musgrave_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        string Type = "fBM",
        float Dimension = 2.0,
        float Lacunarity = 1.0,
@@ -204,8 +206,13 @@
        string Basis = "Perlin";
        float intensity = 1.0;
 
-       point p = Vector * Scale;
+       point p = Vector;
 
+       if (use_mapping)
+               p = transform(mapping, p);
+
+       p = p * Scale;
+
        if (Type == "Multifractal")
                Fac = intensity * noise_musgrave_multi_fractal(p, Basis, 
dimension, lacunarity, octaves);
        else if (Type == "fBM")

Modified: trunk/blender/intern/cycles/kernel/shaders/node_noise_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_noise_texture.osl   
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_noise_texture.osl   
2012-11-20 17:40:10 UTC (rev 52411)
@@ -43,6 +43,8 @@
 }
 
 shader node_noise_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        float Distortion = 0.0,
        float Scale = 5.0,
        float Detail = 2.0,
@@ -50,7 +52,12 @@
        output float Fac = 0.0,
        output color Color = color(0.2, 0.2, 0.2))
 {
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
        string Basis = "Perlin";
-       Fac = noise(Vector * Scale, Basis, Distortion, Detail, Fac, Color);
+       Fac = noise(p * Scale, Basis, Distortion, Detail, Fac, Color);
 }
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_sky_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_sky_texture.osl     
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_sky_texture.osl     
2012-11-20 17:40:10 UTC (rev 52411)
@@ -149,14 +149,21 @@
 }
 
 shader node_sky_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        vector Vector = P,
        vector sun_direction = vector(0, 0, 1),
        float turbidity = 2.2,
        output color Color = color(0.0, 0.0, 0.0))
 {
+       vector p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
        KernelSunSky sunsky;
 
        precompute_sunsky(sun_direction, turbidity, sunsky);
-       Color = sky_xyz_radiance(sunsky, Vector);
+       Color = sky_xyz_radiance(sunsky, p);
 }
 

Modified: trunk/blender/intern/cycles/kernel/shaders/node_voronoi_texture.osl
===================================================================
--- trunk/blender/intern/cycles/kernel/shaders/node_voronoi_texture.osl 
2012-11-20 17:39:56 UTC (rev 52410)
+++ trunk/blender/intern/cycles/kernel/shaders/node_voronoi_texture.osl 
2012-11-20 17:40:10 UTC (rev 52411)
@@ -22,17 +22,24 @@
 /* Voronoi */
 
 shader node_voronoi_texture(
+       int use_mapping = 0,
+       matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
        string Coloring = "Intensity",
        float Scale = 5.0,
        point Vector = P,
        output float Fac = 0.0,
        output color Color = color(0.0, 0.0, 0.0))
 {
+       point p = Vector;
+
+       if (use_mapping)
+               p = transform(mapping, p);
+
        /* compute distance and point coordinate of 4 nearest neighbours */
        float da[4];
        point pa[4];
 
-       voronoi(Vector * Scale, "Distance Squared", 1.0, da, pa);

@@ Diff output truncated at 10240 characters. @@
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