diff options
author | Charlie Jolly <charlie> | 2019-12-07 15:35:07 +0300 |
---|---|---|
committer | Charlie Jolly <mistajolly@gmail.com> | 2019-12-07 15:52:42 +0300 |
commit | 958d0d4236b1cfa600a7f36f6bdc51fdd0d98a97 (patch) | |
tree | 567a1e3209e6302dd784c054b858a8b5fb92bc9f /intern/cycles/kernel/shaders | |
parent | 0406eb110332a863811d7fb6228f9a7ca514e022 (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.osl | 8 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_map_range.osl | 33 |
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); } } |