I'm experimenting with OSL and I'm trying to use it for some parallax mapping :
http://interiormapping.oogst3d.net/
This is the code I'm using at the moment (found on this guy's blog : http://julius-ihle.de/?p=2451)
- Code: Select all
#include <stdosl.h>
shader ParallaxInterior(
int zUpAxis = 0 [[ string widget = "boolean" ]],
string filename = "" [[ string widget = "filename" ]],
int textureFlip = 0 [[ string widget = "boolean" ]],
int textureFlop = 0 [[ string widget = "boolean" ]],
float roomDepth = 1 [[ float min = 0.1, float max = 100 ]],
float widthOverscan = 0 [[ float min = 0.0, float max = 0.9 ]],
float heightOverscan = 0 [[ float min = 0.0, float max = 0.9 ]],
int enableMidground = 0 [[ string widget = "boolean" ]],
float midgroundDepth = 0.5 [[ float min = 0.05, float max = 99 ]],
float midgroundOffsetX = 0,
float midgroundOffsetY = 0,
int enableCurtains = 0 [[ string widget = "boolean" ]],
output color outRGB = 0.0,
)
{
//user controls remapping
float roomDepthMult = clamp(roomDepth,0.1,100);
float heightOverscanMult = 1 - clamp(heightOverscan,0,0.9);
float widthOverscanMult = 1 - clamp(widthOverscan,0,0.9);
float midgroundDepthMult = clamp(midgroundDepth,0.05,roomDepthMult-0.01);
float midgroundOffY = midgroundOffsetY * (textureFlip*2-1) * 0.1;
float midgroundOffX = midgroundOffsetX * (textureFlop*2-1) * 0.1;
//global variables & remapping
vector objI = transform("object", -I);
if (zUpAxis > 0){
objI = vector(-objI[0],-objI[1],-objI[2]) * color(widthOverscanMult, heightOverscanMult, 1); //reorder to match UV for Y up axis
} else {
objI = vector(-objI[0],objI[2],-objI[1]) * color(widthOverscanMult, heightOverscanMult, 1); //reorder to match UV for Z up axis
}
color objPOrig = (color(u,v,0.5) * 2 - 1) * 0.5 + 0.5; //for curtains
color objP = (color(u,v,0.5) * 2 - 1) * color(widthOverscanMult, heightOverscanMult, 1) * 0.5 + 0.5; //UV seems to be the better approach
//bases for width/height/depth
vector sections = step(0, objI);
color baseDepth = (objP-sections)/(-objI * roomDepthMult);
color mgDepth = (objP-sections)/(-objI * midgroundDepthMult);
color baseBack = (objP-sections)/(-objI);
color baseWidth = baseDepth * roomDepthMult;
//depth and width ramps
color baseDepthX = (baseDepth[1]*objI+objP + 1);
color baseDepthY = (baseDepth[0]*objI+objP + 1);
color baseWidthX = (baseWidth[1]*objI+objP + 1);
color baseWidthY = (baseWidth[0]*objI+objP + 1);
float horizU = baseDepthY[2] - 0.5;
float vertU = baseWidthX[0] - 1;
float horizV = baseWidthY[1] - 1;
float vertV = baseDepthX[2] - 0.5;
//convert ramps to UV/ST... WIP - not very efficient
float sideWallsMask = step(0,horizU) * step(0,1-max(horizV, 1-horizV));
color sideWallsUV = color(horizU, horizV, 0) / 3;
color rWallUV = (sideWallsUV + color(2.0/3.0, 1.0/3.0, 0)) * sideWallsMask * sections[0];
color lWallUV = (sideWallsUV + color(0.0, 1.0/3.0, 0)) * sideWallsMask * (1-sections[0]);
lWallUV[0] = (1.0/3.0 - lWallUV[0]) * sideWallsMask * (1-sections[0]);
float FloorCeilMask = step(0,vertV) * step(0,1-max(vertU, 1-vertU));
color FloorCeilUV = color(vertU, vertV, 0) / 3;
color ceilUV = (FloorCeilUV + color(1.0/3.0, 2.0/3.0, 0)) * FloorCeilMask * sections[1];
color floorUV = (FloorCeilUV + color(1.0/3.0, 0, 0)) * FloorCeilMask * (1-sections[1]);
floorUV[1] = (1.0/3.0 - floorUV[1]) * FloorCeilMask * (1-sections[1]);
color backWallUV = ((baseBack[2]*objI + (objP/2)/(roomDepthMult)) * (roomDepthMult*2) / 3 + color(1.0/3.0, 1.0/3.0, 0) ) * (1 - max(step(0,horizU), step(0,vertV)));
color midgroundUV = (1.0/3.0 - (baseBack[2]*objI + (objP)/(midgroundDepthMult*2)) * (midgroundDepthMult*2) / 3);
float midgroundMask = step( 0, midgroundUV[1] * 3 * (1-midgroundUV[1]*3) ) * step( 0, midgroundUV[0] * (1.0/3.0-midgroundUV[0]) );
midgroundUV = (color(midgroundOffX, midgroundOffY, 0) + midgroundUV) * midgroundMask;
midgroundUV[1] = 1-midgroundUV[1];
color curtainsUV = objPOrig * color(1.0/3.0, 1.0/3.0, 1);
curtainsUV[0] = 1.0/3.0 - curtainsUV[0];
color finalUV = ceilUV + floorUV + rWallUV + lWallUV + backWallUV;
//flipping ctrl
if (textureFlop > 0){
midgroundUV[0] = 1.0/3.0 - midgroundUV[0];
curtainsUV[0] = 1.0/3.0 - curtainsUV[0];
}else
finalUV[0] = 1-finalUV[0];
if (textureFlip > 0){
finalUV[1] = 1-finalUV[1];
midgroundUV[1] = 1 - midgroundUV[1] + 2.0/3.0;
curtainsUV[1] = 1.0/3.0 - curtainsUV[1];
}
color roomRGB = texture(filename, finalUV[0], finalUV[1]);
color finalRGB;
//midground switch
if (enableMidground > 0){
float midgroundA;
color midgroundRGB = texture(filename, midgroundUV[0], midgroundUV[1], "alpha", midgroundA);
finalRGB = mix(roomRGB,midgroundRGB,midgroundA);
}
else{
finalRGB = roomRGB;
}
//curtains switch
if (enableCurtains > 0){
float curtainsA;
color curtainsRGB = texture(filename, curtainsUV[0], curtainsUV[1], "alpha", curtainsA);
finalRGB = mix(finalRGB,curtainsRGB,curtainsA);
}
outRGB = finalRGB;
}
It works but I was wondering how to have a classic Octane Texture File input and not using just a string like this?
If I use just a Color command to create the input, it can't be read later since it's looking for a String (Filename variable) when he is creating the final output, line 104.
I'm very nooby in coding and some help would be appreciated