Nodes: Split shader color ramp into its own file

This commit is contained in:
Aaron Carlisle 2021-12-28 13:49:21 -05:00
parent 715e0faabc
commit 2668f9181c
3 changed files with 190 additions and 165 deletions

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@ -62,6 +62,7 @@ set(SRC
nodes/node_shader_bump.cc
nodes/node_shader_camera.c
nodes/node_shader_clamp.cc
nodes/node_shader_color_ramp.cc
nodes/node_shader_common.c
nodes/node_shader_curves.cc
nodes/node_shader_displacement.c

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@ -0,0 +1,189 @@
/*
* 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.
*/
/** \file
* \ingroup shdnodes
*/
#include "DNA_texture_types.h"
#include "BLI_color.hh"
#include "node_shader_util.h"
namespace blender::nodes::node_shader_color_ramp_cc {
static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
b.add_output<decl::Color>(N_("Color"));
b.add_output<decl::Float>(N_("Alpha"));
};
static void node_shader_exec_valtorgb(void *UNUSED(data),
int UNUSED(thread),
bNode *node,
bNodeExecData *UNUSED(execdata),
bNodeStack **in,
bNodeStack **out)
{
/* stack order in: fac */
/* stack order out: col, alpha */
if (node->storage) {
float fac;
nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
BKE_colorband_evaluate((ColorBand *)node->storage, fac, out[0]->vec);
out[1]->vec[0] = out[0]->vec[3];
}
}
static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
{
node->storage = BKE_colorband_add(true);
}
static int gpu_shader_valtorgb(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
struct ColorBand *coba = (ColorBand *)node->storage;
float *array, layer;
int size;
/* Common / easy case optimization. */
if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) {
float mul_bias[2];
switch (coba->ipotype) {
case COLBAND_INTERP_LINEAR:
mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
return GPU_stack_link(mat,
node,
"valtorgb_opti_linear",
in,
out,
GPU_uniform(mul_bias),
GPU_uniform(&coba->data[0].r),
GPU_uniform(&coba->data[1].r));
case COLBAND_INTERP_CONSTANT:
mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos);
return GPU_stack_link(mat,
node,
"valtorgb_opti_constant",
in,
out,
GPU_uniform(&mul_bias[1]),
GPU_uniform(&coba->data[0].r),
GPU_uniform(&coba->data[1].r));
case COLBAND_INTERP_EASE:
mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
return GPU_stack_link(mat,
node,
"valtorgb_opti_ease",
in,
out,
GPU_uniform(mul_bias),
GPU_uniform(&coba->data[0].r),
GPU_uniform(&coba->data[1].r));
default:
break;
}
}
BKE_colorband_evaluate_table_rgba(coba, &array, &size);
GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer);
if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_constant(&layer));
}
return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer));
}
class ColorBandFunction : public blender::fn::MultiFunction {
private:
const ColorBand &color_band_;
public:
ColorBandFunction(const ColorBand &color_band) : color_band_(color_band)
{
static blender::fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static blender::fn::MFSignature create_signature()
{
blender::fn::MFSignatureBuilder signature{"Color Band"};
signature.single_input<float>("Value");
signature.single_output<blender::ColorGeometry4f>("Color");
signature.single_output<float>("Alpha");
return signature.build();
}
void call(blender::IndexMask mask,
blender::fn::MFParams params,
blender::fn::MFContext UNUSED(context)) const override
{
const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
blender::MutableSpan<blender::ColorGeometry4f> colors =
params.uninitialized_single_output<blender::ColorGeometry4f>(1, "Color");
blender::MutableSpan<float> alphas = params.uninitialized_single_output<float>(2, "Alpha");
for (int64_t i : mask) {
blender::ColorGeometry4f color;
BKE_colorband_evaluate(&color_band_, values[i], color);
colors[i] = color;
alphas[i] = color.a;
}
}
};
static void sh_node_valtorgb_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &bnode = builder.node();
const ColorBand *color_band = (const ColorBand *)bnode.storage;
builder.construct_and_set_matching_fn<ColorBandFunction>(*color_band);
}
} // namespace blender::nodes::node_shader_color_ramp_cc
void register_node_type_sh_valtorgb()
{
namespace file_ns = blender::nodes::node_shader_color_ramp_cc;
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTER, 0);
ntype.declare = file_ns::sh_node_valtorgb_declare;
node_type_init(&ntype, file_ns::node_shader_init_valtorgb);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_valtorgb);
node_type_gpu(&ntype, file_ns::gpu_shader_valtorgb);
ntype.build_multi_function = file_ns::sh_node_valtorgb_build_multi_function;
nodeRegisterType(&ntype);
}

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@ -23,175 +23,10 @@
#include "IMB_colormanagement.h"
#include "DNA_texture_types.h"
#include "BLI_color.hh"
#include "node_shader_util.h"
namespace blender::nodes::node_shader_rgb_to_bw_cc {
static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
b.add_output<decl::Color>(N_("Color"));
b.add_output<decl::Float>(N_("Alpha"));
};
static void node_shader_exec_valtorgb(void *UNUSED(data),
int UNUSED(thread),
bNode *node,
bNodeExecData *UNUSED(execdata),
bNodeStack **in,
bNodeStack **out)
{
/* stack order in: fac */
/* stack order out: col, alpha */
if (node->storage) {
float fac;
nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
BKE_colorband_evaluate((ColorBand *)node->storage, fac, out[0]->vec);
out[1]->vec[0] = out[0]->vec[3];
}
}
static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
{
node->storage = BKE_colorband_add(true);
}
static int gpu_shader_valtorgb(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
struct ColorBand *coba = (ColorBand *)node->storage;
float *array, layer;
int size;
/* Common / easy case optimization. */
if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) {
float mul_bias[2];
switch (coba->ipotype) {
case COLBAND_INTERP_LINEAR:
mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
return GPU_stack_link(mat,
node,
"valtorgb_opti_linear",
in,
out,
GPU_uniform(mul_bias),
GPU_uniform(&coba->data[0].r),
GPU_uniform(&coba->data[1].r));
case COLBAND_INTERP_CONSTANT:
mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos);
return GPU_stack_link(mat,
node,
"valtorgb_opti_constant",
in,
out,
GPU_uniform(&mul_bias[1]),
GPU_uniform(&coba->data[0].r),
GPU_uniform(&coba->data[1].r));
case COLBAND_INTERP_EASE:
mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
return GPU_stack_link(mat,
node,
"valtorgb_opti_ease",
in,
out,
GPU_uniform(mul_bias),
GPU_uniform(&coba->data[0].r),
GPU_uniform(&coba->data[1].r));
default:
break;
}
}
BKE_colorband_evaluate_table_rgba(coba, &array, &size);
GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer);
if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_constant(&layer));
}
return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer));
}
class ColorBandFunction : public blender::fn::MultiFunction {
private:
const ColorBand &color_band_;
public:
ColorBandFunction(const ColorBand &color_band) : color_band_(color_band)
{
static blender::fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static blender::fn::MFSignature create_signature()
{
blender::fn::MFSignatureBuilder signature{"Color Band"};
signature.single_input<float>("Value");
signature.single_output<blender::ColorGeometry4f>("Color");
signature.single_output<float>("Alpha");
return signature.build();
}
void call(blender::IndexMask mask,
blender::fn::MFParams params,
blender::fn::MFContext UNUSED(context)) const override
{
const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
blender::MutableSpan<blender::ColorGeometry4f> colors =
params.uninitialized_single_output<blender::ColorGeometry4f>(1, "Color");
blender::MutableSpan<float> alphas = params.uninitialized_single_output<float>(2, "Alpha");
for (int64_t i : mask) {
blender::ColorGeometry4f color;
BKE_colorband_evaluate(&color_band_, values[i], color);
colors[i] = color;
alphas[i] = color.a;
}
}
};
static void sh_node_valtorgb_build_multi_function(
blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &bnode = builder.node();
const ColorBand *color_band = (const ColorBand *)bnode.storage;
builder.construct_and_set_matching_fn<ColorBandFunction>(*color_band);
}
} // namespace blender::nodes::node_shader_rgb_to_bw_cc
void register_node_type_sh_valtorgb()
{
namespace file_ns = blender::nodes::node_shader_rgb_to_bw_cc;
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTER, 0);
ntype.declare = file_ns::sh_node_valtorgb_declare;
node_type_init(&ntype, file_ns::node_shader_init_valtorgb);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_valtorgb);
node_type_gpu(&ntype, file_ns::gpu_shader_valtorgb);
ntype.build_multi_function = file_ns::sh_node_valtorgb_build_multi_function;
nodeRegisterType(&ntype);
}
namespace blender::nodes::node_shader_rgb_to_bw_cc {
static void sh_node_rgbtobw_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.5f, 0.5f, 0.5f, 1.0f});