GPUMaterial: Fix color ramp node with constant interpolation

Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.

This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
This commit is contained in:
Clément Foucault 2018-08-10 16:16:09 +02:00
parent 2cbffc8e40
commit 7673867360
2 changed files with 15 additions and 2 deletions

View File

@ -818,6 +818,12 @@ void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol,
outalpha = outcol.a;
}
void valtorgb_nearest(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
{
outcol = texelFetch(colormap, ivec2(fac * textureSize(colormap, 0).x, layer), 0);
outalpha = outcol.a;
}
void rgbtobw(vec4 color, out float outval)
{
vec3 factors = vec3(0.2126, 0.7152, 0.0722);

View File

@ -65,12 +65,19 @@ static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
struct ColorBand *coba = node->storage;
float *array, layer;
int size;
BKE_colorband_evaluate_table_rgba(node->storage, &array, &size);
BKE_colorband_evaluate_table_rgba(coba, &array, &size);
GPUNodeLink *tex = GPU_texture_ramp(mat, size, array, &layer);
return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer));
if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_uniform(&layer));
}
else {
return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer));
}
}
void register_node_type_sh_valtorgb(void)