Shading: Add Vertex Color node.

This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5767
This commit is contained in:
OmarSquircleArt 2019-09-12 17:42:13 +02:00
parent f80018b5f7
commit 2ea82e86ca
34 changed files with 654 additions and 50 deletions

View File

@ -335,7 +335,7 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
continue;
Attribute *attr = mesh->subd_attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
ustring(l->name().c_str()), TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
BL::Mesh::polygons_iterator p;
uchar4 *cdata = attr->data_uchar4();
@ -343,9 +343,9 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
int n = p->loop_total();
for (int i = 0; i < n; i++) {
float3 color = get_float3(l->data[p->loop_start() + i].color());
float4 color = get_float4(l->data[p->loop_start() + i].color());
/* Compress/encode vertex color using the sRGB curve. */
*(cdata++) = color_float_to_byte(color_srgb_to_linear_v3(color));
*(cdata++) = color_float4_to_uchar4(color_srgb_to_linear_v4(color));
}
}
}
@ -357,21 +357,21 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
continue;
Attribute *attr = mesh->attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
ustring(l->name().c_str()), TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
BL::Mesh::loop_triangles_iterator t;
uchar4 *cdata = attr->data_uchar4();
for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) {
int3 li = get_int3(t->loops());
float3 c1 = get_float3(l->data[li[0]].color());
float3 c2 = get_float3(l->data[li[1]].color());
float3 c3 = get_float3(l->data[li[2]].color());
float4 c1 = get_float4(l->data[li[0]].color());
float4 c2 = get_float4(l->data[li[1]].color());
float4 c3 = get_float4(l->data[li[2]].color());
/* Compress/encode vertex color using the sRGB curve. */
cdata[0] = color_float_to_byte(color_srgb_to_linear_v3(c1));
cdata[1] = color_float_to_byte(color_srgb_to_linear_v3(c2));
cdata[2] = color_float_to_byte(color_srgb_to_linear_v3(c3));
cdata[0] = color_float4_to_uchar4(color_srgb_to_linear_v4(c1));
cdata[1] = color_float4_to_uchar4(color_srgb_to_linear_v4(c2));
cdata[2] = color_float4_to_uchar4(color_srgb_to_linear_v4(c3));
cdata += 3;
}
}

View File

@ -590,6 +590,12 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeVolumeInfo)) {
node = new VolumeInfoNode();
}
else if (b_node.is_a(&RNA_ShaderNodeVertexColor)) {
BL::ShaderNodeVertexColor b_vertex_color_node(b_node);
VertexColorNode *vertex_color_node = new VertexColorNode();
vertex_color_node->layer_name = b_vertex_color_node.layer_name();
node = vertex_color_node;
}
else if (b_node.is_a(&RNA_ShaderNodeBump)) {
BL::ShaderNodeBump b_bump_node(b_node);
BumpNode *bump = new BumpNode();

View File

@ -223,6 +223,7 @@ set(SRC_SVM_HEADERS
svm/svm_voxel.h
svm/svm_wave.h
svm/svm_white_noise.h
svm/svm_vertex_color.h
)
set(SRC_GEOM_HEADERS

View File

@ -380,15 +380,15 @@ ccl_device float3 patch_eval_float3(KernelGlobals *kg,
return val;
}
ccl_device float3 patch_eval_uchar4(KernelGlobals *kg,
ccl_device float4 patch_eval_uchar4(KernelGlobals *kg,
const ShaderData *sd,
int offset,
int patch,
float u,
float v,
int channel,
float3 *du,
float3 *dv)
float4 *du,
float4 *dv)
{
int indices[PATCH_MAX_CONTROL_VERTS];
float weights[PATCH_MAX_CONTROL_VERTS];
@ -398,14 +398,14 @@ ccl_device float3 patch_eval_uchar4(KernelGlobals *kg,
int num_control = patch_eval_control_verts(
kg, sd->object, patch, u, v, channel, indices, weights, weights_du, weights_dv);
float3 val = make_float3(0.0f, 0.0f, 0.0f);
float4 val = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (du)
*du = make_float3(0.0f, 0.0f, 0.0f);
*du = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (dv)
*dv = make_float3(0.0f, 0.0f, 0.0f);
*dv = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int i = 0; i < num_control; i++) {
float3 v = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, offset + indices[i]));
float4 v = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, offset + indices[i]));
val += v * weights[i];
if (du)

View File

@ -162,6 +162,27 @@ ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg,
}
}
ccl_device_inline float4 primitive_attribute_float4(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc,
float4 *dx,
float4 *dy)
{
if (sd->type & PRIMITIVE_ALL_TRIANGLE) {
if (subd_triangle_patch(kg, sd) == ~0)
return triangle_attribute_float4(kg, sd, desc, dx, dy);
else
return subd_triangle_attribute_float4(kg, sd, desc, dx, dy);
}
else {
if (dx)
*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
}
ccl_device_inline float2 primitive_surface_attribute_float2(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc,

View File

@ -382,13 +382,7 @@ ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals *kg,
float2 p = dpdu * sd->u + dpdv * sd->v + uv[2];
float3 a, dads, dadt;
if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
a = patch_eval_uchar4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
}
else {
a = patch_eval_float3(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
}
a = patch_eval_float3(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
# ifdef __RAY_DIFFERENTIALS__
if (dx || dy) {
@ -460,7 +454,7 @@ ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals *kg,
return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
}
else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
else if (desc.element == ATTR_ELEMENT_CORNER) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
@ -469,18 +463,10 @@ ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals *kg,
float3 f0, f1, f2, f3;
if (desc.element == ATTR_ELEMENT_CORNER) {
f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset));
f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + desc.offset));
f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + desc.offset));
f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + desc.offset));
}
else {
f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset));
f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset));
f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset));
f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset));
}
f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset));
f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + desc.offset));
f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + desc.offset));
f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + desc.offset));
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1 + f0) * 0.5f;
@ -510,4 +496,102 @@ ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals *kg,
}
}
ccl_device_noinline float4 subd_triangle_attribute_float4(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc,
float4 *dx,
float4 *dy)
{
int patch = subd_triangle_patch(kg, sd);
#ifdef __PATCH_EVAL__
if (desc.flags & ATTR_SUBDIVIDED) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
float2 dpdu = uv[0] - uv[2];
float2 dpdv = uv[1] - uv[2];
/* p is [s, t] */
float2 p = dpdu * sd->u + dpdv * sd->v + uv[2];
float4 dads, dadt;
float4 a = patch_eval_uchar4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
# ifdef __RAY_DIFFERENTIALS__
if (dx || dy) {
float dsdu = dpdu.x;
float dtdu = dpdu.y;
float dsdv = dpdv.x;
float dtdv = dpdv.y;
if (dx) {
float dudx = sd->du.dx;
float dvdx = sd->dv.dx;
float dsdx = dsdu * dudx + dsdv * dvdx;
float dtdx = dtdu * dudx + dtdv * dvdx;
*dx = dads * dsdx + dadt * dtdx;
}
if (dy) {
float dudy = sd->du.dy;
float dvdy = sd->dv.dy;
float dsdy = dsdu * dudy + dsdv * dvdy;
float dtdy = dtdu * dudy + dtdv * dvdy;
*dy = dads * dsdy + dadt * dtdy;
}
}
# endif
return a;
}
else
#endif /* __PATCH_EVAL__ */
if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
int corners[4];
subd_triangle_patch_corners(kg, patch, corners);
float4 f0 = color_uchar4_to_float4(
kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset));
float4 f1 = color_uchar4_to_float4(
kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset));
float4 f2 = color_uchar4_to_float4(
kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset));
float4 f3 = color_uchar4_to_float4(
kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset));
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1 + f0) * 0.5f;
f3 = (f3 + f0) * 0.5f;
}
float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
if (dy)
*dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
#endif
return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
}
else {
if (dx)
*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
}
CCL_NAMESPACE_END

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@ -255,20 +255,13 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg,
return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
}
else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
else if (desc.element == ATTR_ELEMENT_CORNER) {
int tri = desc.offset + sd->prim * 3;
float3 f0, f1, f2;
if (desc.element == ATTR_ELEMENT_CORNER) {
f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
}
else {
f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0));
f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1));
f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 2));
}
f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
#ifdef __RAY_DIFFERENTIALS__
if (dx)
@ -289,4 +282,36 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg,
}
}
ccl_device float4 triangle_attribute_float4(KernelGlobals *kg,
const ShaderData *sd,
const AttributeDescriptor desc,
float4 *dx,
float4 *dy)
{
if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
int tri = desc.offset + sd->prim * 3;
float4 f0 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0));
float4 f1 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1));
float4 f2 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2));
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
if (dy)
*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
#endif
return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
}
else {
if (dx)
*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
}
CCL_NAMESPACE_END

View File

@ -483,6 +483,65 @@ static bool set_attribute_float3(float3 f, TypeDesc type, bool derivatives, void
return set_attribute_float3(fv, type, derivatives, val);
}
/* Attributes with the TypeRGBA type descriptor should be retrived and stored
* in a float array of size 4 (e.g. node_vertex_color.osl), this array have
* a type descriptor TypeFloatArray4. If the storage is not a TypeFloatArray4,
* we either store the first three components in a vector, store the average of
* the components in a float, or fail the retrival and do nothing. We allow
* this for the correct operation of the Attribute node.
*/
static bool set_attribute_float4(float4 f[3], TypeDesc type, bool derivatives, void *val)
{
float *fval = (float *)val;
if (type == TypeFloatArray4) {
fval[0] = f[0].x;
fval[1] = f[0].y;
fval[2] = f[0].z;
fval[3] = f[0].w;
if (derivatives) {
fval[4] = f[1].x;
fval[5] = f[1].y;
fval[6] = f[1].z;
fval[7] = f[1].w;
fval[8] = f[2].x;
fval[9] = f[2].y;
fval[10] = f[2].z;
fval[11] = f[2].w;
}
return true;
}
else if (type == TypeDesc::TypePoint || type == TypeDesc::TypeVector ||
type == TypeDesc::TypeNormal || type == TypeDesc::TypeColor) {
fval[0] = f[0].x;
fval[1] = f[0].y;
fval[2] = f[0].z;
if (derivatives) {
fval[3] = f[1].x;
fval[4] = f[1].y;
fval[5] = f[1].z;
fval[6] = f[2].x;
fval[7] = f[2].y;
fval[8] = f[2].z;
}
return true;
}
else if (type == TypeDesc::TypeFloat) {
fval[0] = average(float4_to_float3(f[0]));
if (derivatives) {
fval[1] = average(float4_to_float3(f[1]));
fval[2] = average(float4_to_float3(f[2]));
}
return true;
}
return false;
}
static bool set_attribute_float(float f[3], TypeDesc type, bool derivatives, void *val)
{
if (type == TypeDesc::TypePoint || type == TypeDesc::TypeVector ||
@ -629,6 +688,12 @@ static bool get_primitive_attribute(KernelGlobals *kg,
kg, sd, attr.desc, (derivatives) ? &fval[1] : NULL, (derivatives) ? &fval[2] : NULL);
return set_attribute_float(fval, type, derivatives, val);
}
else if (attr.type == TypeRGBA) {
float4 fval[3];
fval[0] = primitive_attribute_float4(
kg, sd, attr.desc, (derivatives) ? &fval[1] : NULL, (derivatives) ? &fval[2] : NULL);
return set_attribute_float4(fval, type, derivatives, val);
}
else {
return false;
}

View File

@ -80,6 +80,7 @@ set(SRC_OSL
node_vector_math.osl
node_vector_transform.osl
node_velvet_bsdf.osl
node_vertex_color.osl
node_voronoi_texture.osl
node_voxel_texture.osl
node_wavelength.osl

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@ -0,0 +1,40 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
shader node_vertex_color(string bump_offset = "center",
string layer_name = "",
output color Color = 0.0,
output float Alpha = 0.0)
{
float vertex_color[4];
if (getattribute(layer_name, vertex_color)) {
Color = color(vertex_color[0], vertex_color[1], vertex_color[2]);
Alpha = vertex_color[3];
if (bump_offset == "dx") {
Color += Dx(Color);
Alpha += Dx(Alpha);
}
else if (bump_offset == "dy") {
Color += Dy(Color);
Alpha += Dy(Alpha);
}
} else {
warning("%s", "Invalid attribute.");
}
}

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@ -205,6 +205,7 @@ CCL_NAMESPACE_END
#include "kernel/svm/svm_map_range.h"
#include "kernel/svm/svm_clamp.h"
#include "kernel/svm/svm_white_noise.h"
#include "kernel/svm/svm_vertex_color.h"
#ifdef __SHADER_RAYTRACE__
# include "kernel/svm/svm_ao.h"
@ -289,6 +290,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
case NODE_ATTR:
svm_node_attr(kg, sd, stack, node);
break;
case NODE_VERTEX_COLOR:
svm_node_vertex_color(kg, sd, stack, node.y, node.z, node.w);
break;
# if NODES_FEATURE(NODE_FEATURE_BUMP)
case NODE_GEOMETRY_BUMP_DX:
svm_node_geometry_bump_dx(kg, sd, stack, node.y, node.z);
@ -328,6 +332,12 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
case NODE_ATTR_BUMP_DY:
svm_node_attr_bump_dy(kg, sd, stack, node);
break;
case NODE_VERTEX_COLOR_BUMP_DX:
svm_node_vertex_color_bump_dx(kg, sd, stack, node.y, node.z, node.w);
break;
case NODE_VERTEX_COLOR_BUMP_DY:
svm_node_vertex_color_bump_dy(kg, sd, stack, node.y, node.z, node.w);
break;
case NODE_TEX_COORD_BUMP_DX:
svm_node_tex_coord_bump_dx(kg, sd, path_flag, stack, node, &offset);
break;

View File

@ -69,6 +69,15 @@ ccl_device void svm_node_attr(KernelGlobals *kg, ShaderData *sd, float *stack, u
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, 0.0f));
}
}
else if (desc.type == NODE_ATTR_RGBA) {
float4 f = primitive_attribute_float4(kg, sd, desc, NULL, NULL);
if (type == NODE_ATTR_FLOAT) {
stack_store_float(stack, out_offset, average(float4_to_float3(f)));
}
else {
stack_store_float3(stack, out_offset, float4_to_float3(f));
}
}
else {
float3 f = primitive_attribute_float3(kg, sd, desc, NULL, NULL);
if (type == NODE_ATTR_FLOAT) {
@ -107,6 +116,16 @@ ccl_device void svm_node_attr_bump_dx(KernelGlobals *kg, ShaderData *sd, float *
stack_store_float3(stack, out_offset, make_float3(f.x + dx.x, f.y + dx.y, 0.0f));
}
}
else if (desc.type == NODE_ATTR_RGBA) {
float4 dx;
float4 f = primitive_attribute_float4(kg, sd, desc, &dx, NULL);
if (type == NODE_ATTR_FLOAT) {
stack_store_float(stack, out_offset, average(float4_to_float3(f + dx)));
}
else {
stack_store_float3(stack, out_offset, float4_to_float3(f + dx));
}
}
else {
float3 dx;
float3 f = primitive_surface_attribute_float3(kg, sd, desc, &dx, NULL);
@ -146,6 +165,16 @@ ccl_device void svm_node_attr_bump_dy(KernelGlobals *kg, ShaderData *sd, float *
stack_store_float3(stack, out_offset, make_float3(f.x + dy.x, f.y + dy.y, 0.0f));
}
}
else if (desc.type == NODE_ATTR_RGBA) {
float4 dy;
float4 f = primitive_attribute_float4(kg, sd, desc, NULL, &dy);
if (type == NODE_ATTR_FLOAT) {
stack_store_float(stack, out_offset, average(float4_to_float3(f + dy)));
}
else {
stack_store_float3(stack, out_offset, float4_to_float3(f + dy));
}
}
else {
float3 dy;
float3 f = primitive_surface_attribute_float3(kg, sd, desc, NULL, &dy);

View File

@ -142,12 +142,16 @@ typedef enum ShaderNodeType {
NODE_CLAMP,
NODE_TEXTURE_MAPPING,
NODE_TEX_WHITE_NOISE,
NODE_VERTEX_COLOR,
NODE_VERTEX_COLOR_BUMP_DX,
NODE_VERTEX_COLOR_BUMP_DY,
} ShaderNodeType;
typedef enum NodeAttributeType {
NODE_ATTR_FLOAT = 0,
NODE_ATTR_FLOAT2,
NODE_ATTR_FLOAT3,
NODE_ATTR_RGBA,
NODE_ATTR_MATRIX
} NodeAttributeType;

View File

@ -0,0 +1,92 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device void svm_node_vertex_color(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint layer_id,
uint color_offset,
uint alpha_offset)
{
AttributeDescriptor descriptor = find_attribute(kg, sd, layer_id);
if (descriptor.offset != ATTR_STD_NOT_FOUND) {
float4 vertex_color = primitive_attribute_float4(kg, sd, descriptor, NULL, NULL);
stack_store_float3(stack, color_offset, float4_to_float3(vertex_color));
stack_store_float(stack, alpha_offset, vertex_color.w);
}
else {
stack_store_float3(stack, color_offset, make_float3(0.0f, 0.0f, 0.0f));
stack_store_float(stack, alpha_offset, 0.0f);
}
}
#ifndef __KERNEL_CUDA__
ccl_device
#else
ccl_device_noinline
#endif
void
svm_node_vertex_color_bump_dx(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint layer_id,
uint color_offset,
uint alpha_offset)
{
AttributeDescriptor descriptor = find_attribute(kg, sd, layer_id);
if (descriptor.offset != ATTR_STD_NOT_FOUND) {
float4 dx;
float4 vertex_color = primitive_attribute_float4(kg, sd, descriptor, &dx, NULL);
vertex_color += dx;
stack_store_float3(stack, color_offset, float4_to_float3(vertex_color));
stack_store_float(stack, alpha_offset, vertex_color.w);
}
else {
stack_store_float3(stack, color_offset, make_float3(0.0f, 0.0f, 0.0f));
stack_store_float(stack, alpha_offset, 0.0f);
}
}
#ifndef __KERNEL_CUDA__
ccl_device
#else
ccl_device_noinline
#endif
void
svm_node_vertex_color_bump_dy(KernelGlobals *kg,
ShaderData *sd,
float *stack,
uint layer_id,
uint color_offset,
uint alpha_offset)
{
AttributeDescriptor descriptor = find_attribute(kg, sd, layer_id);
if (descriptor.offset != ATTR_STD_NOT_FOUND) {
float4 dy;
float4 vertex_color = primitive_attribute_float4(kg, sd, descriptor, NULL, &dy);
vertex_color += dy;
stack_store_float3(stack, color_offset, float4_to_float3(vertex_color));
stack_store_float(stack, alpha_offset, vertex_color.w);
}
else {
stack_store_float3(stack, color_offset, make_float3(0.0f, 0.0f, 0.0f));
stack_store_float(stack, alpha_offset, 0.0f);
}
}
CCL_NAMESPACE_END

View File

@ -48,7 +48,8 @@ void Attribute::set(ustring name_, TypeDesc type_, AttributeElement element_)
/* string and matrix not supported! */
assert(type == TypeDesc::TypeFloat || type == TypeDesc::TypeColor ||
type == TypeDesc::TypePoint || type == TypeDesc::TypeVector ||
type == TypeDesc::TypeNormal || type == TypeDesc::TypeMatrix || type == TypeFloat2);
type == TypeDesc::TypeNormal || type == TypeDesc::TypeMatrix || type == TypeFloat2 ||
type == TypeRGBA);
}
void Attribute::resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only)

View File

@ -1223,6 +1223,8 @@ void MeshManager::update_osl_attributes(Device *device,
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.triangle_type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.triangle_type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
@ -1246,6 +1248,8 @@ void MeshManager::update_osl_attributes(Device *device,
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.curve_type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.curve_type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
@ -1269,6 +1273,8 @@ void MeshManager::update_osl_attributes(Device *device,
osl_attr.type = TypeDesc::TypeMatrix;
else if (req.subd_type == TypeFloat2)
osl_attr.type = TypeFloat2;
else if (req.subd_type == TypeRGBA)
osl_attr.type = TypeRGBA;
else
osl_attr.type = TypeDesc::TypeColor;
@ -1341,6 +1347,8 @@ void MeshManager::update_svm_attributes(Device *,
attr_map[index].w = NODE_ATTR_MATRIX;
else if (req.triangle_type == TypeFloat2)
attr_map[index].w = NODE_ATTR_FLOAT2;
else if (req.triangle_type == TypeRGBA)
attr_map[index].w = NODE_ATTR_RGBA;
else
attr_map[index].w = NODE_ATTR_FLOAT3;
@ -1379,6 +1387,8 @@ void MeshManager::update_svm_attributes(Device *,
attr_map[index].w = NODE_ATTR_MATRIX;
else if (req.subd_type == TypeFloat2)
attr_map[index].w = NODE_ATTR_FLOAT2;
else if (req.triangle_type == TypeRGBA)
attr_map[index].w = NODE_ATTR_RGBA;
else
attr_map[index].w = NODE_ATTR_FLOAT3;

View File

@ -4342,6 +4342,64 @@ void VolumeInfoNode::compile(OSLCompiler &)
{
}
NODE_DEFINE(VertexColorNode)
{
NodeType *type = NodeType::add("vertex_color", create, NodeType::SHADER);
SOCKET_STRING(layer_name, "Layer Name", ustring());
SOCKET_OUT_COLOR(color, "Color");
SOCKET_OUT_FLOAT(alpha, "Alpha");
return type;
}
VertexColorNode::VertexColorNode() : ShaderNode(node_type)
{
}
void VertexColorNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if (!(output("Color")->links.empty() && output("Alpha")->links.empty())) {
attributes->add_standard(layer_name);
}
ShaderNode::attributes(shader, attributes);
}
void VertexColorNode::compile(SVMCompiler &compiler)
{
ShaderOutput *color_out = output("Color");
ShaderOutput *alpha_out = output("Alpha");
int layer_id = compiler.attribute(layer_name);
ShaderNodeType node;
if (bump == SHADER_BUMP_DX)
node = NODE_VERTEX_COLOR_BUMP_DX;
else if (bump == SHADER_BUMP_DY)
node = NODE_VERTEX_COLOR_BUMP_DY;
else {
node = NODE_VERTEX_COLOR;
}
compiler.add_node(
node, layer_id, compiler.stack_assign(color_out), compiler.stack_assign(alpha_out));
}
void VertexColorNode::compile(OSLCompiler &compiler)
{
if (bump == SHADER_BUMP_DX) {
compiler.parameter("bump_offset", "dx");
}
else if (bump == SHADER_BUMP_DY) {
compiler.parameter("bump_offset", "dy");
}
else {
compiler.parameter("bump_offset", "center");
}
compiler.parameter("layer_name", layer_name.c_str());
compiler.add(this, "node_vertex_color");
}
/* Value */
NODE_DEFINE(ValueNode)

View File

@ -979,6 +979,22 @@ class VolumeInfoNode : public ShaderNode {
void expand(ShaderGraph *graph);
};
class VertexColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VertexColorNode)
void attributes(Shader *shader, AttributeRequestSet *attributes);
bool has_attribute_dependency()
{
return true;
}
bool has_spatial_varying()
{
return true;
}
ustring layer_name;
};
class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)

View File

@ -43,11 +43,29 @@ ccl_device uchar4 color_float_to_byte(float3 c)
return make_uchar4(r, g, b, 0);
}
ccl_device uchar4 color_float4_to_uchar4(float4 c)
{
uchar r, g, b, a;
r = float_to_byte(c.x);
g = float_to_byte(c.y);
b = float_to_byte(c.z);
a = float_to_byte(c.w);
return make_uchar4(r, g, b, a);
}
ccl_device_inline float3 color_byte_to_float(uchar4 c)
{
return make_float3(c.x * (1.0f / 255.0f), c.y * (1.0f / 255.0f), c.z * (1.0f / 255.0f));
}
ccl_device_inline float4 color_uchar4_to_float4(uchar4 c)
{
return make_float4(
c.x * (1.0f / 255.0f), c.y * (1.0f / 255.0f), c.z * (1.0f / 255.0f), c.w * (1.0f / 255.0f));
}
ccl_device float color_srgb_to_linear(float c)
{
if (c < 0.04045f)

View File

@ -29,6 +29,11 @@ CCL_NAMESPACE_BEGIN
OIIO_NAMESPACE_USING
static constexpr TypeDesc TypeFloat2(TypeDesc::FLOAT, TypeDesc::VEC2);
static constexpr TypeDesc TypeRGBA(TypeDesc::FLOAT, TypeDesc::VEC4, TypeDesc::COLOR);
static constexpr TypeDesc TypeFloatArray4(TypeDesc::FLOAT,
TypeDesc::SCALAR,
TypeDesc::NOSEMANTICS,
4);
CCL_NAMESPACE_END

View File

@ -190,6 +190,7 @@ shader_node_categories = [
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeUVMap"),
NodeItem("ShaderNodeVertexColor"),
NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),

View File

@ -978,6 +978,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree,
#define SH_NODE_CLAMP 703
#define SH_NODE_TEX_WHITE_NOISE 704
#define SH_NODE_VOLUME_INFO 705
#define SH_NODE_VERTEX_COLOR 706
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1

View File

@ -3914,6 +3914,7 @@ static void registerShaderNodes(void)
register_node_type_sh_tex_coord();
register_node_type_sh_particle_info();
register_node_type_sh_bump();
register_node_type_sh_vertex_color();
register_node_type_sh_background();
register_node_type_sh_bsdf_anisotropic();

View File

@ -998,6 +998,18 @@ static void node_shader_buts_uvmap(uiLayout *layout, bContext *C, PointerRNA *pt
}
}
static void node_shader_buts_vertex_color(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
PointerRNA obptr = CTX_data_pointer_get(C, "active_object");
if (obptr.data && RNA_enum_get(&obptr, "type") == OB_MESH) {
PointerRNA dataptr = RNA_pointer_get(&obptr, "data");
uiItemPointerR(layout, ptr, "layer_name", &dataptr, "vertex_colors", "", ICON_GROUP_VCOL);
}
else {
uiItemL(layout, "No mesh in active object.", ICON_ERROR);
}
}
static void node_shader_buts_uvalongstroke(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "use_tips", 0, NULL, 0);
@ -1299,6 +1311,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_UVMAP:
ntype->draw_buttons = node_shader_buts_uvmap;
break;
case SH_NODE_VERTEX_COLOR:
ntype->draw_buttons = node_shader_buts_vertex_color;
break;
case SH_NODE_UVALONGSTROKE:
ntype->draw_buttons = node_shader_buts_uvalongstroke;
break;

View File

@ -313,6 +313,7 @@ data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC)

View File

@ -1080,6 +1080,15 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
"\treturn mix(c1, c2, step(vec3(0.04045), c));\n"
"}\n\n");
BLI_dynstr_append(ds,
"vec4 srgba_to_linear_attr(vec4 c) {\n"
"\tc = max(c, vec4(0.0));\n"
"\tvec4 c1 = c * (1.0 / 12.92);\n"
"\tvec4 c2 = pow((c + 0.055) * (1.0 / 1.055), vec4(2.4));\n"
"\tvec4 final = mix(c1, c2, step(vec4(0.04045), c));"
"\treturn vec4(final.xyz, c.a);\n"
"}\n\n");
/* Prototype because defined later. */
BLI_dynstr_append(ds,
"vec2 hair_get_customdata_vec2(const samplerBuffer);\n"
@ -1184,7 +1193,7 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
}
else if (input->attr_type == CD_MCOL) {
BLI_dynstr_appendf(ds,
"\tvar%d%s = srgb_to_linear_attr(att%d);\n",
"\tvar%d%s = srgba_to_linear_attr(att%d);\n",
input->attr_id,
use_geom ? "g" : "",
input->attr_id);

View File

@ -114,6 +114,7 @@ extern char datatoc_gpu_shader_material_vector_curves_glsl[];
extern char datatoc_gpu_shader_material_vector_displacement_glsl[];
extern char datatoc_gpu_shader_material_vector_math_glsl[];
extern char datatoc_gpu_shader_material_velvet_glsl[];
extern char datatoc_gpu_shader_material_vertex_color_glsl[];
extern char datatoc_gpu_shader_material_volume_absorption_glsl[];
extern char datatoc_gpu_shader_material_volume_info_glsl[];
extern char datatoc_gpu_shader_material_volume_principled_glsl[];
@ -527,6 +528,11 @@ static GPUMaterialLibrary gpu_shader_material_velvet_library = {
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_vertex_color_library = {
.code = datatoc_gpu_shader_material_vertex_color_glsl,
.dependencies = {NULL},
};
static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = {
.code = datatoc_gpu_shader_material_volume_absorption_glsl,
.dependencies = {NULL},
@ -638,6 +644,7 @@ static GPUMaterialLibrary *gpu_material_libraries[] = {
&gpu_shader_material_vector_displacement_library,
&gpu_shader_material_vector_math_library,
&gpu_shader_material_velvet_library,
&gpu_shader_material_vertex_color_library,
&gpu_shader_material_volume_absorption_library,
&gpu_shader_material_volume_info_library,
&gpu_shader_material_volume_principled_library,

View File

@ -0,0 +1,5 @@
void node_vertex_color(vec4 vertexColor, out vec4 outColor, out float outAlpha)
{
outColor = vertexColor;
outAlpha = vertexColor.a;
}

View File

@ -997,6 +997,10 @@ typedef struct NodeShaderUVMap {
char uv_map[64];
} NodeShaderUVMap;
typedef struct NodeShaderVertexColor {
char layer_name[64];
} NodeShaderVertexColor;
typedef struct NodeShaderTexIES {
int mode;

View File

@ -4867,6 +4867,19 @@ static void def_sh_uvmap(StructRNA *srna)
RNA_def_struct_sdna_from(srna, "bNode", NULL);
}
static void def_sh_vertex_color(StructRNA *srna)
{
PropertyRNA *prop;
RNA_def_struct_sdna_from(srna, "NodeShaderVertexColor", "storage");
prop = RNA_def_property(srna, "layer_name", PROP_STRING, PROP_NONE);
RNA_def_property_ui_text(prop, "Vertex Color", "Vertex Color");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
RNA_def_struct_sdna_from(srna, "bNode", NULL);
}
static void def_sh_uvalongstroke(StructRNA *srna)
{
PropertyRNA *prop;

View File

@ -206,6 +206,7 @@ set(SRC
shader/nodes/node_shader_valToRgb.c
shader/nodes/node_shader_value.c
shader/nodes/node_shader_vectTransform.c
shader/nodes/node_shader_vertex_color.c
shader/nodes/node_shader_vector_displacement.c
shader/nodes/node_shader_vector_math.c
shader/nodes/node_shader_volume_absorption.c

View File

@ -86,6 +86,7 @@ void register_node_type_sh_script(void);
void register_node_type_sh_normal_map(void);
void register_node_type_sh_tangent(void);
void register_node_type_sh_vect_transform(void);
void register_node_type_sh_vertex_color(void);
void register_node_type_sh_ambient_occlusion(void);
void register_node_type_sh_background(void);

View File

@ -121,6 +121,7 @@ DefNode(ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VEC
DefNode(ShaderNode, SH_NODE_SEPHSV, 0, "SEPHSV", SeparateHSV, "Separate HSV", "" )
DefNode(ShaderNode, SH_NODE_COMBHSV, 0, "COMBHSV", CombineHSV, "Combine HSV", "" )
DefNode(ShaderNode, SH_NODE_UVMAP, def_sh_uvmap, "UVMAP", UVMap, "UV Map", "" )
DefNode(ShaderNode, SH_NODE_VERTEX_COLOR, def_sh_vertex_color, "VERTEX_COLOR", VertexColor, "Vertex Color", "" )
DefNode(ShaderNode, SH_NODE_UVALONGSTROKE, def_sh_uvalongstroke, "UVALONGSTROKE", UVAlongStroke, "UV Along Stroke", "" )
DefNode(ShaderNode, SH_NODE_SEPXYZ, 0, "SEPXYZ", SeparateXYZ, "Separate XYZ", "" )
DefNode(ShaderNode, SH_NODE_COMBXYZ, 0, "COMBXYZ", CombineXYZ, "Combine XYZ", "" )

View File

@ -0,0 +1,58 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
#include "../node_shader_util.h"
static bNodeSocketTemplate sh_node_vertex_color_out[] = {
{SOCK_RGBA, 0, N_("Color")},
{SOCK_FLOAT, 0, N_("Alpha")},
{-1, 0, ""},
};
static void node_shader_init_vertex_color(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeShaderVertexColor *vertexColor = MEM_callocN(sizeof(NodeShaderVertexColor),
"NodeShaderVertexColor");
node->storage = vertexColor;
}
static int node_shader_gpu_vertex_color(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
NodeShaderVertexColor *vertexColor = (NodeShaderVertexColor *)node->storage;
GPUNodeLink *vertexColorLink = GPU_attribute(CD_MCOL, vertexColor->layer_name);
return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink);
}
void register_node_type_sh_vertex_color(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VERTEX_COLOR, "Vertex Color", NODE_CLASS_INPUT, 0);
node_type_socket_templates(&ntype, NULL, sh_node_vertex_color_out);
node_type_init(&ntype, node_shader_init_vertex_color);
node_type_storage(
&ntype, "NodeShaderVertexColor", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_vertex_color);
nodeRegisterType(&ntype);
}