Nodes: Split shader color ramp into its own file
This commit is contained in:
parent
715e0faabc
commit
2668f9181c
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@ -62,6 +62,7 @@ set(SRC
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nodes/node_shader_bump.cc
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nodes/node_shader_camera.c
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nodes/node_shader_clamp.cc
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nodes/node_shader_color_ramp.cc
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nodes/node_shader_common.c
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nodes/node_shader_curves.cc
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nodes/node_shader_displacement.c
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@ -0,0 +1,189 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup shdnodes
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*/
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#include "DNA_texture_types.h"
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#include "BLI_color.hh"
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#include "node_shader_util.h"
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namespace blender::nodes::node_shader_color_ramp_cc {
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static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
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b.add_output<decl::Color>(N_("Color"));
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b.add_output<decl::Float>(N_("Alpha"));
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};
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static void node_shader_exec_valtorgb(void *UNUSED(data),
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int UNUSED(thread),
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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bNodeStack **in,
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bNodeStack **out)
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{
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/* stack order in: fac */
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/* stack order out: col, alpha */
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if (node->storage) {
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float fac;
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nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
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BKE_colorband_evaluate((ColorBand *)node->storage, fac, out[0]->vec);
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out[1]->vec[0] = out[0]->vec[3];
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}
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}
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static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
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{
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node->storage = BKE_colorband_add(true);
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}
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static int gpu_shader_valtorgb(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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struct ColorBand *coba = (ColorBand *)node->storage;
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float *array, layer;
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int size;
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/* Common / easy case optimization. */
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if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) {
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float mul_bias[2];
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switch (coba->ipotype) {
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case COLBAND_INTERP_LINEAR:
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mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
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mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
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return GPU_stack_link(mat,
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node,
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"valtorgb_opti_linear",
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in,
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out,
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GPU_uniform(mul_bias),
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GPU_uniform(&coba->data[0].r),
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GPU_uniform(&coba->data[1].r));
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case COLBAND_INTERP_CONSTANT:
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mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos);
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return GPU_stack_link(mat,
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node,
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"valtorgb_opti_constant",
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in,
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out,
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GPU_uniform(&mul_bias[1]),
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GPU_uniform(&coba->data[0].r),
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GPU_uniform(&coba->data[1].r));
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case COLBAND_INTERP_EASE:
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mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
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mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
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return GPU_stack_link(mat,
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node,
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"valtorgb_opti_ease",
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in,
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out,
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GPU_uniform(mul_bias),
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GPU_uniform(&coba->data[0].r),
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GPU_uniform(&coba->data[1].r));
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default:
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break;
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}
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}
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BKE_colorband_evaluate_table_rgba(coba, &array, &size);
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GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer);
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if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
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return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_constant(&layer));
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}
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return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer));
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}
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class ColorBandFunction : public blender::fn::MultiFunction {
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private:
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const ColorBand &color_band_;
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public:
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ColorBandFunction(const ColorBand &color_band) : color_band_(color_band)
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Color Band"};
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signature.single_input<float>("Value");
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signature.single_output<blender::ColorGeometry4f>("Color");
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signature.single_output<float>("Alpha");
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
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blender::MutableSpan<blender::ColorGeometry4f> colors =
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params.uninitialized_single_output<blender::ColorGeometry4f>(1, "Color");
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blender::MutableSpan<float> alphas = params.uninitialized_single_output<float>(2, "Alpha");
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for (int64_t i : mask) {
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blender::ColorGeometry4f color;
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BKE_colorband_evaluate(&color_band_, values[i], color);
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colors[i] = color;
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alphas[i] = color.a;
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}
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}
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};
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static void sh_node_valtorgb_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &bnode = builder.node();
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const ColorBand *color_band = (const ColorBand *)bnode.storage;
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builder.construct_and_set_matching_fn<ColorBandFunction>(*color_band);
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}
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} // namespace blender::nodes::node_shader_color_ramp_cc
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void register_node_type_sh_valtorgb()
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{
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namespace file_ns = blender::nodes::node_shader_color_ramp_cc;
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static bNodeType ntype;
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sh_fn_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTER, 0);
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ntype.declare = file_ns::sh_node_valtorgb_declare;
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node_type_init(&ntype, file_ns::node_shader_init_valtorgb);
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node_type_size_preset(&ntype, NODE_SIZE_LARGE);
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node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
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node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_valtorgb);
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node_type_gpu(&ntype, file_ns::gpu_shader_valtorgb);
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ntype.build_multi_function = file_ns::sh_node_valtorgb_build_multi_function;
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nodeRegisterType(&ntype);
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}
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@ -23,175 +23,10 @@
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#include "IMB_colormanagement.h"
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#include "DNA_texture_types.h"
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#include "BLI_color.hh"
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#include "node_shader_util.h"
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namespace blender::nodes::node_shader_rgb_to_bw_cc {
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static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
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b.add_output<decl::Color>(N_("Color"));
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b.add_output<decl::Float>(N_("Alpha"));
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};
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static void node_shader_exec_valtorgb(void *UNUSED(data),
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int UNUSED(thread),
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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bNodeStack **in,
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bNodeStack **out)
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{
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/* stack order in: fac */
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/* stack order out: col, alpha */
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if (node->storage) {
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float fac;
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nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
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BKE_colorband_evaluate((ColorBand *)node->storage, fac, out[0]->vec);
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out[1]->vec[0] = out[0]->vec[3];
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}
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}
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static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
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{
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node->storage = BKE_colorband_add(true);
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}
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static int gpu_shader_valtorgb(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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struct ColorBand *coba = (ColorBand *)node->storage;
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float *array, layer;
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int size;
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/* Common / easy case optimization. */
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if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) {
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float mul_bias[2];
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switch (coba->ipotype) {
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case COLBAND_INTERP_LINEAR:
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mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
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mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
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return GPU_stack_link(mat,
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node,
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"valtorgb_opti_linear",
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in,
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out,
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GPU_uniform(mul_bias),
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GPU_uniform(&coba->data[0].r),
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GPU_uniform(&coba->data[1].r));
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case COLBAND_INTERP_CONSTANT:
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mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos);
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return GPU_stack_link(mat,
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node,
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"valtorgb_opti_constant",
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in,
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out,
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GPU_uniform(&mul_bias[1]),
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GPU_uniform(&coba->data[0].r),
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GPU_uniform(&coba->data[1].r));
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case COLBAND_INTERP_EASE:
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mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
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mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
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return GPU_stack_link(mat,
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node,
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"valtorgb_opti_ease",
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in,
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out,
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GPU_uniform(mul_bias),
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GPU_uniform(&coba->data[0].r),
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GPU_uniform(&coba->data[1].r));
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default:
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break;
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}
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}
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BKE_colorband_evaluate_table_rgba(coba, &array, &size);
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GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer);
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if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
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return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_constant(&layer));
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}
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return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer));
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}
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class ColorBandFunction : public blender::fn::MultiFunction {
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private:
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const ColorBand &color_band_;
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public:
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ColorBandFunction(const ColorBand &color_band) : color_band_(color_band)
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Color Band"};
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signature.single_input<float>("Value");
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signature.single_output<blender::ColorGeometry4f>("Color");
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signature.single_output<float>("Alpha");
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
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blender::MutableSpan<blender::ColorGeometry4f> colors =
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params.uninitialized_single_output<blender::ColorGeometry4f>(1, "Color");
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blender::MutableSpan<float> alphas = params.uninitialized_single_output<float>(2, "Alpha");
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for (int64_t i : mask) {
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blender::ColorGeometry4f color;
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BKE_colorband_evaluate(&color_band_, values[i], color);
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colors[i] = color;
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alphas[i] = color.a;
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}
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}
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};
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static void sh_node_valtorgb_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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bNode &bnode = builder.node();
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const ColorBand *color_band = (const ColorBand *)bnode.storage;
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builder.construct_and_set_matching_fn<ColorBandFunction>(*color_band);
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}
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} // namespace blender::nodes::node_shader_rgb_to_bw_cc
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void register_node_type_sh_valtorgb()
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{
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namespace file_ns = blender::nodes::node_shader_rgb_to_bw_cc;
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static bNodeType ntype;
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sh_fn_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTER, 0);
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ntype.declare = file_ns::sh_node_valtorgb_declare;
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node_type_init(&ntype, file_ns::node_shader_init_valtorgb);
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node_type_size_preset(&ntype, NODE_SIZE_LARGE);
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node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
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node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_valtorgb);
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node_type_gpu(&ntype, file_ns::gpu_shader_valtorgb);
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ntype.build_multi_function = file_ns::sh_node_valtorgb_build_multi_function;
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nodeRegisterType(&ntype);
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}
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namespace blender::nodes::node_shader_rgb_to_bw_cc {
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static void sh_node_rgbtobw_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>(N_("Color")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
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