Particles: support Map Range node
Only linear interpolation mode is supported for now.
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@ -348,6 +348,11 @@ class NodeMFNetworkBuilder : public MFNetworkBuilderBase {
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const fn::MultiFunction &get_default_fn(StringRef name);
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const void set_not_implemented()
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{
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this->set_matching_fn(this->get_not_implemented_fn());
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}
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/**
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* Tells the builder that the given function corresponds to the node that is being built. It will
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* try to match up sockets. For that it skips unavailable and non-data sockets.
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@ -176,7 +176,7 @@ set(SRC
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shader/nodes/node_shader_layer_weight.c
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shader/nodes/node_shader_light_falloff.c
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shader/nodes/node_shader_light_path.c
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shader/nodes/node_shader_map_range.c
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shader/nodes/node_shader_map_range.cc
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shader/nodes/node_shader_mapping.c
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shader/nodes/node_shader_math.cc
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shader/nodes/node_shader_mixRgb.c
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@ -50,22 +50,33 @@ static void node_shader_init_map_range(bNodeTree *UNUSED(ntree), bNode *node)
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node->custom2 = NODE_MAP_RANGE_LINEAR; /* interpolation */
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}
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static const char *gpu_shader_get_name(int mode)
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{
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switch (mode) {
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case NODE_MAP_RANGE_LINEAR:
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return "map_range_linear";
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case NODE_MAP_RANGE_STEPPED:
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return "map_range_stepped";
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case NODE_MAP_RANGE_SMOOTHSTEP:
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return "map_range_smoothstep";
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case NODE_MAP_RANGE_SMOOTHERSTEP:
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return "map_range_smootherstep";
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}
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return nullptr;
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}
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static int gpu_shader_map_range(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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static const char *names[] = {
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[NODE_MAP_RANGE_LINEAR] = "map_range_linear",
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[NODE_MAP_RANGE_STEPPED] = "map_range_stepped",
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[NODE_MAP_RANGE_SMOOTHSTEP] = "map_range_smoothstep",
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[NODE_MAP_RANGE_SMOOTHERSTEP] = "map_range_smootherstep",
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};
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const char *name = gpu_shader_get_name(node->custom2);
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int ret = 0;
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if (node->custom2 < ARRAY_SIZE(names) && names[node->custom2]) {
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ret = GPU_stack_link(mat, node, names[node->custom2], in, out);
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if (name != nullptr) {
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ret = GPU_stack_link(mat, node, name, in, out);
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}
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else {
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ret = GPU_stack_link(mat, node, "map_range_linear", in, out);
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@ -77,6 +88,68 @@ static int gpu_shader_map_range(GPUMaterial *mat,
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return ret;
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}
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class MapRangeFunction : public blender::fn::MultiFunction {
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private:
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bool clamp_;
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public:
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MapRangeFunction(bool clamp) : clamp_(clamp)
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{
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blender::fn::MFSignatureBuilder signature = this->get_builder("Map Range");
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signature.single_input<float>("Value");
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signature.single_input<float>("From Min");
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signature.single_input<float>("From Max");
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signature.single_input<float>("To Min");
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signature.single_input<float>("To Max");
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signature.single_output<float>("Result");
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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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blender::fn::VSpan<float> values = params.readonly_single_input<float>(0, "Value");
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blender::fn::VSpan<float> from_min = params.readonly_single_input<float>(1, "From Min");
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blender::fn::VSpan<float> from_max = params.readonly_single_input<float>(2, "From Max");
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blender::fn::VSpan<float> to_min = params.readonly_single_input<float>(3, "To Min");
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blender::fn::VSpan<float> to_max = params.readonly_single_input<float>(4, "To Max");
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blender::MutableSpan<float> results = params.uninitialized_single_output<float>(5, "Result");
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for (uint i : mask) {
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float factor = safe_divide(values[i] - from_min[i], from_max[i] - from_min[i]);
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results[i] = to_min[i] + factor * (to_max[i] - to_min[i]);
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}
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if (clamp_) {
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for (uint i : mask) {
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CLAMP(results[i], 0.0f, 1.0f);
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}
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}
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}
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};
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static void sh_node_map_range_expand_in_mf_network(blender::bke::NodeMFNetworkBuilder &builder)
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{
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bNode &bnode = builder.bnode();
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bool clamp = bnode.custom1 != 0;
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int interpolation_type = bnode.custom2;
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if (interpolation_type == NODE_MAP_RANGE_LINEAR) {
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static MapRangeFunction fn_with_clamp{true};
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static MapRangeFunction fn_without_clamp{false};
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if (clamp) {
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builder.set_matching_fn(fn_with_clamp);
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}
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else {
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builder.set_matching_fn(fn_without_clamp);
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}
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}
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else {
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builder.set_not_implemented();
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}
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}
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void register_node_type_sh_map_range(void)
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{
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static bNodeType ntype;
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@ -86,6 +159,7 @@ void register_node_type_sh_map_range(void)
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node_type_init(&ntype, node_shader_init_map_range);
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node_type_update(&ntype, node_shader_update_map_range);
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node_type_gpu(&ntype, gpu_shader_map_range);
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ntype.expand_in_mf_network = sh_node_map_range_expand_in_mf_network;
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nodeRegisterType(&ntype);
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}
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