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authorCharlie Jolly <charlie>2022-08-30 13:05:46 +0300
committerCharlie Jolly <mistajolly@gmail.com>2022-08-31 02:13:57 +0300
commitbfa0ee13d5395fa2cf622b6808e93d0a7cd4f3ea (patch)
tree60a8fece4797903560d7892d6e388030a3566a2b /intern/cycles/kernel/osl
parent0331a8c67c8035c29ac6b7655cb4e4d837ddabba (diff)
Node: Mix node
This patch is a response to T92588 and is implemented as a Function/Shader node. This node has support for Float, Vector and Color data types. For Vector it supports uniform and non-uniform mixing. For Color it now has the option to remove factor clamping. It replaces the Mix RGB for Shader and Geometry node trees. As discussed in T96219, this patch converts existing nodes in .blend files. The old node is still available in the Python API but hidden from the menus. Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht Maniphest Tasks: T92588 Differential Revision: https://developer.blender.org/D13749
Diffstat (limited to 'intern/cycles/kernel/osl')
-rw-r--r--intern/cycles/kernel/osl/shaders/CMakeLists.txt5
-rw-r--r--intern/cycles/kernel/osl/shaders/node_color_blend.h264
-rw-r--r--intern/cycles/kernel/osl/shaders/node_mix_color.osl57
-rw-r--r--intern/cycles/kernel/osl/shaders/node_mix_float.osl11
-rw-r--r--intern/cycles/kernel/osl/shaders/node_mix_vector.osl14
-rw-r--r--intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl14
6 files changed, 365 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shaders/CMakeLists.txt b/intern/cycles/kernel/osl/shaders/CMakeLists.txt
index 741bce7c399..c79af3f6112 100644
--- a/intern/cycles/kernel/osl/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/osl/shaders/CMakeLists.txt
@@ -57,6 +57,10 @@ set(SRC_OSL
node_math.osl
node_mix.osl
node_mix_closure.osl
+ node_mix_color.osl
+ node_mix_float.osl
+ node_mix_vector.osl
+ node_mix_vector_non_uniform.osl
node_musgrave_texture.osl
node_noise_texture.osl
node_normal.osl
@@ -109,6 +113,7 @@ file(GLOB SRC_OSL_HEADER_DIST ${OSL_SHADER_DIR}/*.h)
set(SRC_OSL_HEADERS
node_color.h
+ node_color_blend.h
node_fresnel.h
node_hash.h
node_math.h
diff --git a/intern/cycles/kernel/osl/shaders/node_color_blend.h b/intern/cycles/kernel/osl/shaders/node_color_blend.h
new file mode 100644
index 00000000000..ab4b4809a97
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_color_blend.h
@@ -0,0 +1,264 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+color node_mix_blend(float t, color col1, color col2)
+{
+ return mix(col1, col2, t);
+}
+
+color node_mix_add(float t, color col1, color col2)
+{
+ return mix(col1, col1 + col2, t);
+}
+
+color node_mix_mul(float t, color col1, color col2)
+{
+ return mix(col1, col1 * col2, t);
+}
+
+color node_mix_screen(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1);
+}
+
+color node_mix_overlay(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color outcol = col1;
+
+ if (outcol[0] < 0.5)
+ outcol[0] *= tm + 2.0 * t * col2[0];
+ else
+ outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]);
+
+ if (outcol[1] < 0.5)
+ outcol[1] *= tm + 2.0 * t * col2[1];
+ else
+ outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]);
+
+ if (outcol[2] < 0.5)
+ outcol[2] *= tm + 2.0 * t * col2[2];
+ else
+ outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]);
+
+ return outcol;
+}
+
+color node_mix_sub(float t, color col1, color col2)
+{
+ return mix(col1, col1 - col2, t);
+}
+
+color node_mix_div(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color outcol = col1;
+
+ if (col2[0] != 0.0)
+ outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0];
+ if (col2[1] != 0.0)
+ outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1];
+ if (col2[2] != 0.0)
+ outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2];
+
+ return outcol;
+}
+
+color node_mix_diff(float t, color col1, color col2)
+{
+ return mix(col1, abs(col1 - col2), t);
+}
+
+color node_mix_dark(float t, color col1, color col2)
+{
+ return mix(col1, min(col1, col2), t);
+}
+
+color node_mix_light(float t, color col1, color col2)
+{
+ return mix(col1, max(col1, col2), t);
+}
+
+color node_mix_dodge(float t, color col1, color col2)
+{
+ color outcol = col1;
+
+ if (outcol[0] != 0.0) {
+ float tmp = 1.0 - t * col2[0];
+ if (tmp <= 0.0)
+ outcol[0] = 1.0;
+ else if ((tmp = outcol[0] / tmp) > 1.0)
+ outcol[0] = 1.0;
+ else
+ outcol[0] = tmp;
+ }
+ if (outcol[1] != 0.0) {
+ float tmp = 1.0 - t * col2[1];
+ if (tmp <= 0.0)
+ outcol[1] = 1.0;
+ else if ((tmp = outcol[1] / tmp) > 1.0)
+ outcol[1] = 1.0;
+ else
+ outcol[1] = tmp;
+ }
+ if (outcol[2] != 0.0) {
+ float tmp = 1.0 - t * col2[2];
+ if (tmp <= 0.0)
+ outcol[2] = 1.0;
+ else if ((tmp = outcol[2] / tmp) > 1.0)
+ outcol[2] = 1.0;
+ else
+ outcol[2] = tmp;
+ }
+
+ return outcol;
+}
+
+color node_mix_burn(float t, color col1, color col2)
+{
+ float tmp, tm = 1.0 - t;
+
+ color outcol = col1;
+
+ tmp = tm + t * col2[0];
+ if (tmp <= 0.0)
+ outcol[0] = 0.0;
+ else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0)
+ outcol[0] = 0.0;
+ else if (tmp > 1.0)
+ outcol[0] = 1.0;
+ else
+ outcol[0] = tmp;
+
+ tmp = tm + t * col2[1];
+ if (tmp <= 0.0)
+ outcol[1] = 0.0;
+ else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0)
+ outcol[1] = 0.0;
+ else if (tmp > 1.0)
+ outcol[1] = 1.0;
+ else
+ outcol[1] = tmp;
+
+ tmp = tm + t * col2[2];
+ if (tmp <= 0.0)
+ outcol[2] = 0.0;
+ else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0)
+ outcol[2] = 0.0;
+ else if (tmp > 1.0)
+ outcol[2] = 1.0;
+ else
+ outcol[2] = tmp;
+
+ return outcol;
+}
+
+color node_mix_hue(float t, color col1, color col2)
+{
+ color outcol = col1;
+ color hsv2 = rgb_to_hsv(col2);
+
+ if (hsv2[1] != 0.0) {
+ color hsv = rgb_to_hsv(outcol);
+ hsv[0] = hsv2[0];
+ color tmp = hsv_to_rgb(hsv);
+
+ outcol = mix(outcol, tmp, t);
+ }
+
+ return outcol;
+}
+
+color node_mix_sat(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color outcol = col1;
+
+ color hsv = rgb_to_hsv(outcol);
+
+ if (hsv[1] != 0.0) {
+ color hsv2 = rgb_to_hsv(col2);
+
+ hsv[1] = tm * hsv[1] + t * hsv2[1];
+ outcol = hsv_to_rgb(hsv);
+ }
+
+ return outcol;
+}
+
+color node_mix_val(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color hsv = rgb_to_hsv(col1);
+ color hsv2 = rgb_to_hsv(col2);
+
+ hsv[2] = tm * hsv[2] + t * hsv2[2];
+
+ return hsv_to_rgb(hsv);
+}
+
+color node_mix_color(float t, color col1, color col2)
+{
+ color outcol = col1;
+ color hsv2 = rgb_to_hsv(col2);
+
+ if (hsv2[1] != 0.0) {
+ color hsv = rgb_to_hsv(outcol);
+ hsv[0] = hsv2[0];
+ hsv[1] = hsv2[1];
+ color tmp = hsv_to_rgb(hsv);
+
+ outcol = mix(outcol, tmp, t);
+ }
+
+ return outcol;
+}
+
+color node_mix_soft(float t, color col1, color col2)
+{
+ float tm = 1.0 - t;
+
+ color one = color(1.0);
+ color scr = one - (one - col2) * (one - col1);
+
+ return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr);
+}
+
+color node_mix_linear(float t, color col1, color col2)
+{
+ color outcol = col1;
+
+ if (col2[0] > 0.5)
+ outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5));
+ else
+ outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0);
+
+ if (col2[1] > 0.5)
+ outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5));
+ else
+ outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0);
+
+ if (col2[2] > 0.5)
+ outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5));
+ else
+ outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0);
+
+ return outcol;
+}
+
+color node_mix_clamp(color col)
+{
+ color outcol = col;
+
+ outcol[0] = clamp(col[0], 0.0, 1.0);
+ outcol[1] = clamp(col[1], 0.0, 1.0);
+ outcol[2] = clamp(col[2], 0.0, 1.0);
+
+ return outcol;
+}
diff --git a/intern/cycles/kernel/osl/shaders/node_mix_color.osl b/intern/cycles/kernel/osl/shaders/node_mix_color.osl
new file mode 100644
index 00000000000..3ddd89ed306
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_mix_color.osl
@@ -0,0 +1,57 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#include "node_color.h"
+#include "node_color_blend.h"
+#include "stdcycles.h"
+
+shader node_mix_color(string blend_type = "mix",
+ int use_clamp = 0,
+ int use_clamp_result = 0,
+ float Factor = 0.5,
+ color A = 0.0,
+ color B = 0.0,
+ output color Result = 0.0)
+{
+ float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor;
+
+ if (blend_type == "mix")
+ Result = mix(A, B, t);
+ if (blend_type == "add")
+ Result = node_mix_add(t, A, B);
+ if (blend_type == "multiply")
+ Result = node_mix_mul(t, A, B);
+ if (blend_type == "screen")
+ Result = node_mix_screen(t, A, B);
+ if (blend_type == "overlay")
+ Result = node_mix_overlay(t, A, B);
+ if (blend_type == "subtract")
+ Result = node_mix_sub(t, A, B);
+ if (blend_type == "divide")
+ Result = node_mix_div(t, A, B);
+ if (blend_type == "difference")
+ Result = node_mix_diff(t, A, B);
+ if (blend_type == "darken")
+ Result = node_mix_dark(t, A, B);
+ if (blend_type == "lighten")
+ Result = node_mix_light(t, A, B);
+ if (blend_type == "dodge")
+ Result = node_mix_dodge(t, A, B);
+ if (blend_type == "burn")
+ Result = node_mix_burn(t, A, B);
+ if (blend_type == "hue")
+ Result = node_mix_hue(t, A, B);
+ if (blend_type == "saturation")
+ Result = node_mix_sat(t, A, B);
+ if (blend_type == "value")
+ Result = node_mix_val(t, A, B);
+ if (blend_type == "color")
+ Result = node_mix_color(t, A, B);
+ if (blend_type == "soft_light")
+ Result = node_mix_soft(t, A, B);
+ if (blend_type == "linear_light")
+ Result = node_mix_linear(t, A, B);
+
+ if (use_clamp_result)
+ Result = clamp(Result, 0.0, 1.0);
+}
diff --git a/intern/cycles/kernel/osl/shaders/node_mix_float.osl b/intern/cycles/kernel/osl/shaders/node_mix_float.osl
new file mode 100644
index 00000000000..fdc7b4eff6e
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_mix_float.osl
@@ -0,0 +1,11 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#include "stdcycles.h"
+
+shader node_mix_float(
+ int use_clamp = 0, float Factor = 0.5, float A = 0.0, float B = 0.0, output float Result = 0.0)
+{
+ float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor;
+ Result = mix(A, B, t);
+}
diff --git a/intern/cycles/kernel/osl/shaders/node_mix_vector.osl b/intern/cycles/kernel/osl/shaders/node_mix_vector.osl
new file mode 100644
index 00000000000..d76396afb0d
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_mix_vector.osl
@@ -0,0 +1,14 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#include "stdcycles.h"
+
+shader node_mix_vector(int use_clamp = 0,
+ float Factor = 0.5,
+ vector A = 0.0,
+ vector B = 0.0,
+ output vector Result = 0.0)
+{
+ float t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor;
+ Result = mix(A, B, t);
+}
diff --git a/intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl b/intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl
new file mode 100644
index 00000000000..217856bcf2a
--- /dev/null
+++ b/intern/cycles/kernel/osl/shaders/node_mix_vector_non_uniform.osl
@@ -0,0 +1,14 @@
+/* SPDX-License-Identifier: Apache-2.0
+ * Copyright 2011-2022 Blender Foundation */
+
+#include "stdcycles.h"
+
+shader node_mix_vector_non_uniform(int use_clamp = 0,
+ vector Factor = 0.5,
+ vector A = 0.0,
+ vector B = 0.0,
+ output vector Result = 0.0)
+{
+ vector t = (use_clamp) ? clamp(Factor, 0.0, 1.0) : Factor;
+ Result = mix(A, B, t);
+}