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authorCharlie Jolly <charlie>2019-12-07 15:35:07 +0300
committerCharlie Jolly <mistajolly@gmail.com>2019-12-07 15:52:42 +0300
commit958d0d4236b1cfa600a7f36f6bdc51fdd0d98a97 (patch)
tree567a1e3209e6302dd784c054b858a8b5fb92bc9f /intern/cycles/kernel/shaders
parent0406eb110332a863811d7fb6228f9a7ca514e022 (diff)
Shader Nodes: Add Interpolation modes to Map Range node
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep. This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode. This was needed to allow clamping when **To Max** is less than **To Min**. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D5827
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_clamp.osl8
-rw-r--r--intern/cycles/kernel/shaders/node_map_range.osl33
2 files changed, 37 insertions, 4 deletions
diff --git a/intern/cycles/kernel/shaders/node_clamp.osl b/intern/cycles/kernel/shaders/node_clamp.osl
index 87dc1ccdb12..d689ba7f809 100644
--- a/intern/cycles/kernel/shaders/node_clamp.osl
+++ b/intern/cycles/kernel/shaders/node_clamp.osl
@@ -16,7 +16,11 @@
#include "stdosl.h"
-shader node_clamp(float Value = 1.0, float Min = 0.0, float Max = 1.0, output float Result = 0.0)
+shader node_clamp(string type = "minmax",
+ float Value = 1.0,
+ float Min = 0.0,
+ float Max = 1.0,
+ output float Result = 0.0)
{
- Result = clamp(Value, Min, Max);
+ Result = (type == "range" && (Min > Max)) ? clamp(Value, Max, Min) : clamp(Value, Min, Max);
}
diff --git a/intern/cycles/kernel/shaders/node_map_range.osl b/intern/cycles/kernel/shaders/node_map_range.osl
index 8a28edf5f35..242ec4271ed 100644
--- a/intern/cycles/kernel/shaders/node_map_range.osl
+++ b/intern/cycles/kernel/shaders/node_map_range.osl
@@ -16,14 +16,43 @@
#include "stdosl.h"
-shader node_map_range(float Value = 1.0,
+float safe_divide(float a, float b)
+{
+ return (b != 0.0) ? a / b : 0.0;
+}
+
+float smootherstep(float edge0, float edge1, float x)
+{
+ float t = clamp(safe_divide((x - edge0), (edge1 - edge0)), 0.0, 1.0);
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
+}
+
+shader node_map_range(string type = "linear",
+ float Value = 1.0,
float FromMin = 0.0,
float FromMax = 1.0,
float ToMin = 0.0,
float ToMax = 1.0,
+ float Steps = 4.0,
output float Result = 0.0)
{
if (FromMax != FromMin) {
- Result = ToMin + ((Value - FromMin) / (FromMax - FromMin)) * (ToMax - ToMin);
+ float Factor = Value;
+ if (type == "stepped") {
+ Factor = (Value - FromMin) / (FromMax - FromMin);
+ Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0;
+ }
+ else if (type == "smoothstep") {
+ Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) :
+ smoothstep(FromMin, FromMax, Value);
+ }
+ else if (type == "smootherstep") {
+ Factor = (FromMin > FromMax) ? 1.0 - smootherstep(FromMax, FromMin, Value) :
+ smootherstep(FromMin, FromMax, Value);
+ }
+ else {
+ Factor = (Value - FromMin) / (FromMax - FromMin);
+ }
+ Result = ToMin + Factor * (ToMax - ToMin);
}
}