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-rw-r--r--source/blender/gpu/CMakeLists.txt11
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl9
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_box_mask.glsl27
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl27
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh35
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh35
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl52
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl43
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl27
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl13
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl10
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl26
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl14
-rw-r--r--source/blender/makesdna/DNA_node_types.h22
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_boxmask.cc102
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_channel_matte.cc99
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc66
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_color_matte.cc65
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_color_spill.cc115
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_diff_matte.cc57
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_distance_matte.cc75
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc102
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_luma_matte.cc58
23 files changed, 1073 insertions, 17 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 995771847c1..0742ca6c9a8 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -323,21 +323,30 @@ set(GLSL_SRC
shaders/common/gpu_shader_common_math_utils.glsl
shaders/common/gpu_shader_common_mix_rgb.glsl
+ shaders/compositor/compositor_box_mask.glsl
shaders/compositor/compositor_convert.glsl
+ shaders/compositor/compositor_ellipse_mask.glsl
shaders/compositor/compositor_realize_on_domain.glsl
shaders/compositor/compositor_set_alpha.glsl
shaders/compositor/compositor_split_viewer.glsl
shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl
+ shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
shaders/compositor/library/gpu_shader_compositor_color_balance.glsl
shaders/compositor/library/gpu_shader_compositor_color_correction.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl
+ shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
shaders/compositor/library/gpu_shader_compositor_exposure.glsl
shaders/compositor/library/gpu_shader_compositor_gamma.glsl
shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl
shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl
shaders/compositor/library/gpu_shader_compositor_invert.glsl
+ shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
shaders/compositor/library/gpu_shader_compositor_main.glsl
shaders/compositor/library/gpu_shader_compositor_map_value.glsl
shaders/compositor/library/gpu_shader_compositor_normal.glsl
@@ -553,7 +562,9 @@ set(SRC_SHADER_CREATE_INFOS
shaders/infos/gpu_shader_text_info.hh
shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
+ shaders/compositor/infos/compositor_box_mask_info.hh
shaders/compositor/infos/compositor_convert_info.hh
+ shaders/compositor/infos/compositor_ellipse_mask_info.hh
shaders/compositor/infos/compositor_realize_on_domain_info.hh
shaders/compositor/infos/compositor_set_alpha_info.hh
shaders/compositor/infos/compositor_split_viewer_info.hh
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
index a28705f158d..1ba22b4c5da 100644
--- a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
@@ -134,6 +134,15 @@ vec3 fallback_pow(vec3 a, float b, vec3 fallback)
/* Matirx Math */
+/* Return a 2D rotation matrix with the angle that the input 2D vector makes with the x axis. */
+mat2 vector_to_rotation_matrix(vec2 vector)
+{
+ vec2 normalized_vector = normalize(vector);
+ float cos_angle = normalized_vector.x;
+ float sin_angle = normalized_vector.y;
+ return mat2(cos_angle, sin_angle, -sin_angle, cos_angle);
+}
+
mat3 euler_to_mat3(vec3 euler)
{
float cx = cos(euler.x);
diff --git a/source/blender/gpu/shaders/compositor/compositor_box_mask.glsl b/source/blender/gpu/shaders/compositor/compositor_box_mask.glsl
new file mode 100644
index 00000000000..fad23f28fde
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_box_mask.glsl
@@ -0,0 +1,27 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ vec2 uv = vec2(texel) / vec2(domain_size - ivec2(1));
+ uv -= location;
+ uv.y *= float(domain_size.y) / float(domain_size.x);
+ uv = mat2(cos_angle, -sin_angle, sin_angle, cos_angle) * uv;
+ bool is_inside = all(lessThan(abs(uv), size));
+
+ float base_mask_value = texture_load(base_mask_tx, texel).x;
+ float value = texture_load(mask_value_tx, texel).x;
+
+#if defined(CMP_NODE_MASKTYPE_ADD)
+ float output_mask_value = is_inside ? max(base_mask_value, value) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_SUBTRACT)
+ float output_mask_value = is_inside ? clamp(base_mask_value - value, 0.0, 1.0) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_MULTIPLY)
+ float output_mask_value = is_inside ? base_mask_value * value : 0.0;
+#elif defined(CMP_NODE_MASKTYPE_NOT)
+ float output_mask_value = is_inside ? (base_mask_value > 0.0 ? 0.0 : value) : base_mask_value;
+#endif
+
+ imageStore(output_mask_img, texel, vec4(output_mask_value));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl b/source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl
new file mode 100644
index 00000000000..28f725067e0
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl
@@ -0,0 +1,27 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ vec2 uv = vec2(texel) / vec2(domain_size - ivec2(1));
+ uv -= location;
+ uv.y *= float(domain_size.y) / float(domain_size.x);
+ uv = mat2(cos_angle, -sin_angle, sin_angle, cos_angle) * uv;
+ bool is_inside = length(uv / radius) < 1.0;
+
+ float base_mask_value = texture_load(base_mask_tx, texel).x;
+ float value = texture_load(mask_value_tx, texel).x;
+
+#if defined(CMP_NODE_MASKTYPE_ADD)
+ float output_mask_value = is_inside ? max(base_mask_value, value) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_SUBTRACT)
+ float output_mask_value = is_inside ? clamp(base_mask_value - value, 0.0, 1.0) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_MULTIPLY)
+ float output_mask_value = is_inside ? base_mask_value * value : 0.0;
+#elif defined(CMP_NODE_MASKTYPE_NOT)
+ float output_mask_value = is_inside ? (base_mask_value > 0.0 ? 0.0 : value) : base_mask_value;
+#endif
+
+ imageStore(output_mask_img, texel, vec4(output_mask_value));
+}
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh
new file mode 100644
index 00000000000..ecb253bbab1
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh
@@ -0,0 +1,35 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::IVEC2, "domain_size")
+ .push_constant(Type::VEC2, "location")
+ .push_constant(Type::VEC2, "size")
+ .push_constant(Type::FLOAT, "cos_angle")
+ .push_constant(Type::FLOAT, "sin_angle")
+ .sampler(0, ImageType::FLOAT_2D, "base_mask_tx")
+ .sampler(1, ImageType::FLOAT_2D, "mask_value_tx")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_mask_img")
+ .compute_source("compositor_box_mask.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_add)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_ADD")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_subtract)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_SUBTRACT")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_multiply)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_MULTIPLY")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_not)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_NOT")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh
new file mode 100644
index 00000000000..52db91c94e5
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh
@@ -0,0 +1,35 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::IVEC2, "domain_size")
+ .push_constant(Type::VEC2, "location")
+ .push_constant(Type::VEC2, "radius")
+ .push_constant(Type::FLOAT, "cos_angle")
+ .push_constant(Type::FLOAT, "sin_angle")
+ .sampler(0, ImageType::FLOAT_2D, "base_mask_tx")
+ .sampler(1, ImageType::FLOAT_2D, "mask_value_tx")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_mask_img")
+ .compute_source("compositor_ellipse_mask.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_add)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_ADD")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_subtract)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_SUBTRACT")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_multiply)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_MULTIPLY")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_not)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_NOT")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
new file mode 100644
index 00000000000..f2dcc9543f2
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
@@ -0,0 +1,52 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+#define CMP_NODE_CHANNEL_MATTE_CS_RGB 1.0
+#define CMP_NODE_CHANNEL_MATTE_CS_HSV 2.0
+#define CMP_NODE_CHANNEL_MATTE_CS_YUV 3.0
+#define CMP_NODE_CHANNEL_MATTE_CS_YCC 4.0
+
+void node_composite_channel_matte(vec4 color,
+ const float color_space,
+ const float matte_channel,
+ const vec2 limit_channels,
+ float max_limit,
+ float min_limit,
+ out vec4 result,
+ out float matte)
+{
+ vec4 channels;
+ if (color_space == CMP_NODE_CHANNEL_MATTE_CS_HSV) {
+ rgb_to_hsv(color, channels);
+ }
+ else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YUV) {
+ rgba_to_yuva_itu_709(color, channels);
+ }
+ else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YCC) {
+ rgba_to_ycca_itu_709(color, channels);
+ }
+ else {
+ channels = color;
+ }
+
+ float matte_value = channels[int(matte_channel)];
+ float limit_value = max(channels[int(limit_channels.x)], channels[int(limit_channels.y)]);
+
+ float alpha = 1.0 - (matte_value - limit_value);
+ if (alpha > max_limit) {
+ alpha = color.a;
+ }
+ else if (alpha < min_limit) {
+ alpha = 0.0;
+ }
+ else {
+ alpha = (alpha - min_limit) / (max_limit - min_limit);
+ }
+
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
+
+#undef CMP_NODE_CHANNEL_MATTE_CS_RGB
+#undef CMP_NODE_CHANNEL_MATTE_CS_HSV
+#undef CMP_NODE_CHANNEL_MATTE_CS_YUV
+#undef CMP_NODE_CHANNEL_MATTE_CS_YCC
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
new file mode 100644
index 00000000000..5d6bea0c9db
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
@@ -0,0 +1,43 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+/* Algorithm from the book Video Demystified. Chapter 7. Chroma Keying. */
+void node_composite_chroma_matte(vec4 color,
+ vec4 key,
+ float acceptance,
+ float cutoff,
+ float falloff,
+ out vec4 result,
+ out float matte)
+{
+ vec4 color_ycca;
+ rgba_to_ycca_itu_709(color, color_ycca);
+ vec4 key_ycca;
+ rgba_to_ycca_itu_709(key, key_ycca);
+
+ /* Normalize the CrCb components into the [-1, 1] range. */
+ vec2 color_cc = color_ycca.yz * 2.0 - 1.0;
+ vec2 key_cc = key_ycca.yz * 2.0 - 1.0;
+
+ /* Rotate the color onto the space of the key such that x axis of the color space passes through
+ * the key color. */
+ color_cc = vector_to_rotation_matrix(key_cc * vec2(1.0, -1.0)) * color_cc;
+
+ /* Compute foreground key. If positive, the value is in the [0, 1] range. */
+ float foreground_key = color_cc.x - (abs(color_cc.y) / acceptance);
+
+ /* Negative foreground key values retain the original alpha. Positive values are scaled by the
+ * falloff, while colors that make an angle less than the cutoff angle get a zero alpha. */
+ float alpha = color.a;
+ if (foreground_key > 0.0) {
+ alpha = 1.0 - (foreground_key / falloff);
+
+ if (abs(atan(color_cc.y, color_cc.x)) < (cutoff / 2.0)) {
+ alpha = 0.0;
+ }
+ }
+
+ /* Compute output. */
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
new file mode 100644
index 00000000000..038471bc1bc
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
@@ -0,0 +1,27 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_color_matte(vec4 color,
+ vec4 key,
+ float hue_epsilon,
+ float saturation_epsilon,
+ float value_epsilon,
+ out vec4 result,
+ out float matte)
+
+{
+ vec4 color_hsva;
+ rgb_to_hsv(color, color_hsva);
+ vec4 key_hsva;
+ rgb_to_hsv(key, key_hsva);
+
+ bool is_within_saturation = distance(color_hsva.y, key_hsva.y) < saturation_epsilon;
+ bool is_within_value = distance(color_hsva.z, key_hsva.z) < value_epsilon;
+ bool is_within_hue = distance(color_hsva.x, key_hsva.x) < hue_epsilon;
+ /* Hue wraps around, so check the distance around the boundary. */
+ float min_hue = min(color_hsva.x, key_hsva.x);
+ float max_hue = max(color_hsva.x, key_hsva.x);
+ is_within_hue = is_within_hue || ((min_hue + (1.0 - max_hue)) < hue_epsilon);
+
+ matte = (is_within_hue && is_within_saturation && is_within_value) ? 0.0 : color.a;
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
new file mode 100644
index 00000000000..0adad53ad80
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
@@ -0,0 +1,13 @@
+void node_composite_color_spill(vec4 color,
+ float factor,
+ const float spill_channel,
+ vec3 spill_scale,
+ const vec2 limit_channels,
+ float limit_scale,
+ out vec4 result)
+{
+ float average_limit = (color[int(limit_channels.x)] + color[int(limit_channels.y)]) / 2.0;
+ float map = factor * color[int(spill_channel)] - limit_scale * average_limit;
+ result.rgb = map > 0.0 ? color.rgb + spill_scale * map : color.rgb;
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
new file mode 100644
index 00000000000..d769cadce3c
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
@@ -0,0 +1,10 @@
+void node_composite_difference_matte(
+ vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
+{
+ vec4 difference = abs(color - key);
+ float average_difference = (difference.r + difference.g + difference.b) / 3.0;
+ bool is_opaque = average_difference > tolerance + falloff;
+ float alpha = is_opaque ? color.a : (max(0.0, average_difference - tolerance) / falloff);
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
new file mode 100644
index 00000000000..9beed66826c
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
@@ -0,0 +1,26 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_distance_matte_rgba(
+ vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
+{
+ float difference = distance(color.rgb, key.rgb);
+ bool is_opaque = difference > tolerance + falloff;
+ float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff;
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
+
+void node_composite_distance_matte_ycca(
+ vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
+{
+ vec4 color_ycca;
+ rgba_to_ycca_itu_709(color, color_ycca);
+ vec4 key_ycca;
+ rgba_to_ycca_itu_709(key, key_ycca);
+
+ float difference = distance(color_ycca.yz, key_ycca.yz);
+ bool is_opaque = difference > tolerance + falloff;
+ float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff;
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
new file mode 100644
index 00000000000..3647ac583fe
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
@@ -0,0 +1,14 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_luminance_matte(vec4 color,
+ float high,
+ float low,
+ const vec3 luminance_coefficients,
+ out vec4 result,
+ out float matte)
+{
+ float luminance = get_luminance(color.rgb, luminance_coefficients);
+ float alpha = clamp(0.0, 1.0, (luminance - low) / (high - low));
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index b60d69bcd8a..db735cf1b00 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -632,12 +632,12 @@ typedef struct bNodeSocketValueMaterial {
/* Data structs, for `node->storage`. */
-enum {
+typedef enum CMPNodeMaskType {
CMP_NODE_MASKTYPE_ADD = 0,
CMP_NODE_MASKTYPE_SUBTRACT = 1,
CMP_NODE_MASKTYPE_MULTIPLY = 2,
CMP_NODE_MASKTYPE_NOT = 3,
-};
+} CMPNodeMaskType;
enum {
CMP_NODE_DILATEERODE_STEP = 0,
@@ -1856,6 +1856,24 @@ typedef enum CMPNodeAlphaConvertMode {
CMP_NODE_ALPHA_CONVERT_UNPREMULTIPLY = 1,
} CMPNodeAlphaConvertMode;
+/* Distance Matte Node. Stored in NodeChroma.channel. */
+typedef enum CMPNodeDistanceMatteColorSpace {
+ CMP_NODE_DISTANCE_MATTE_COLOR_SPACE_YCCA = 0,
+ CMP_NODE_DISTANCE_MATTE_COLOR_SPACE_RGBA = 1,
+} CMPNodeDistanceMatteColorSpace;
+
+/* Color Spill Node. Stored in custom2. */
+typedef enum CMPNodeColorSpillLimitAlgorithm {
+ CMP_NODE_COLOR_SPILL_LIMIT_ALGORITHM_SINGLE = 0,
+ CMP_NODE_COLOR_SPILL_LIMIT_ALGORITHM_AVERAGE = 1,
+} CMPNodeColorSpillLimitAlgorithm;
+
+/* Channel Matte Node. Stored in NodeChroma.algorith. */
+typedef enum CMPNodeChannelMatteLimitAlgorithm {
+ CMP_NODE_CHANNEL_MATTE_LIMIT_ALGORITHM_SINGLE = 0,
+ CMP_NODE_CHANNEL_MATTE_LIMIT_ALGORITHM_MAX = 1,
+} CMPNodeChannelMatteLimitAlgorithm;
+
/* Plane track deform node. */
enum {
diff --git a/source/blender/nodes/composite/nodes/node_composite_boxmask.cc b/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
index f39b69c63f2..9c7bb6432cb 100644
--- a/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
@@ -5,9 +5,18 @@
* \ingroup cmpnodes
*/
+#include <cmath>
+
+#include "BLI_math_vec_types.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** SCALAR MATH ******************** */
@@ -48,6 +57,98 @@ static void node_composit_buts_boxmask(uiLayout *layout, bContext *UNUSED(C), Po
uiItemR(layout, ptr, "mask_type", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class BoxMaskOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUShader *shader = shader_manager().get(get_shader_name());
+ GPU_shader_bind(shader);
+
+ const Domain domain = compute_domain();
+
+ GPU_shader_uniform_2iv(shader, "domain_size", domain.size);
+
+ GPU_shader_uniform_2fv(shader, "location", get_location());
+ GPU_shader_uniform_2fv(shader, "size", get_size() / 2.0f);
+ GPU_shader_uniform_1f(shader, "cos_angle", std::cos(get_angle()));
+ GPU_shader_uniform_1f(shader, "sin_angle", std::sin(get_angle()));
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "base_mask_tx");
+
+ const Result &value = get_input("Value");
+ value.bind_as_texture(shader, "mask_value_tx");
+
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_mask_img");
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ input_mask.unbind_as_texture();
+ value.unbind_as_texture();
+ output_mask.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ Domain compute_domain() override
+ {
+ if (get_input("Mask").is_single_value()) {
+ return Domain(context().get_output_size());
+ }
+ return get_input("Mask").domain();
+ }
+
+ CMPNodeMaskType get_mask_type()
+ {
+ return (CMPNodeMaskType)bnode().custom1;
+ }
+
+ const char *get_shader_name()
+ {
+ switch (get_mask_type()) {
+ default:
+ case CMP_NODE_MASKTYPE_ADD:
+ return "compositor_box_mask_add";
+ case CMP_NODE_MASKTYPE_SUBTRACT:
+ return "compositor_box_mask_subtract";
+ case CMP_NODE_MASKTYPE_MULTIPLY:
+ return "compositor_box_mask_multiply";
+ case CMP_NODE_MASKTYPE_NOT:
+ return "compositor_box_mask_not";
+ }
+ }
+
+ NodeBoxMask &get_node_box_mask()
+ {
+ return *static_cast<NodeBoxMask *>(bnode().storage);
+ }
+
+ float2 get_location()
+ {
+ return float2(get_node_box_mask().x, get_node_box_mask().y);
+ }
+
+ float2 get_size()
+ {
+ return float2(get_node_box_mask().width, get_node_box_mask().height);
+ }
+
+ float get_angle()
+ {
+ return get_node_box_mask().rotation;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new BoxMaskOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_boxmask_cc
void register_node_type_cmp_boxmask()
@@ -61,6 +162,7 @@ void register_node_type_cmp_boxmask()
ntype.draw_buttons = file_ns::node_composit_buts_boxmask;
node_type_init(&ntype, file_ns::node_composit_init_boxmask);
node_type_storage(&ntype, "NodeBoxMask", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc b/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
index 627f07fdfce..e899f7eb100 100644
--- a/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
@@ -10,6 +10,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Channel Matte Node ********************************* */
@@ -18,7 +22,9 @@ namespace blender::nodes::node_composite_channel_matte_cc {
static void cmp_node_channel_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -79,6 +85,96 @@ static void node_composit_buts_channel_matte(uiLayout *layout,
col, ptr, "limit_min", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ChannelMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float color_space = get_color_space();
+ const float matte_channel = get_matte_channel();
+ float limit_channels[2];
+ get_limit_channels(limit_channels);
+ const float max_limit = get_max_limit();
+ const float min_limit = get_min_limit();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_channel_matte",
+ inputs,
+ outputs,
+ GPU_constant(&color_space),
+ GPU_constant(&matte_channel),
+ GPU_constant(limit_channels),
+ GPU_uniform(&max_limit),
+ GPU_uniform(&min_limit));
+ }
+
+ /* 1 -> CMP_NODE_CHANNEL_MATTE_CS_RGB
+ * 2 -> CMP_NODE_CHANNEL_MATTE_CS_HSV
+ * 3 -> CMP_NODE_CHANNEL_MATTE_CS_YUV
+ * 4 -> CMP_NODE_CHANNEL_MATTE_CS_YCC */
+ int get_color_space()
+ {
+ return bnode().custom1;
+ }
+
+ /* Get the index of the channel used to generate the matte. */
+ int get_matte_channel()
+ {
+ return bnode().custom2 - 1;
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ /* Get the index of the channel used to compute the limit value. */
+ int get_limit_channel()
+ {
+ return get_node_chroma()->channel - 1;
+ }
+
+ /* Get the indices of the channels used to compute the limit value. We always assume the limit
+ * algorithm is Max, if it is a single limit channel, store it in both limit channels, because
+ * the maximum of two identical values is is the same value. */
+ void get_limit_channels(float limit_channels[2])
+ {
+ if (get_node_chroma()->algorithm == CMP_NODE_CHANNEL_MATTE_LIMIT_ALGORITHM_MAX) {
+ /* If the algorithm is Max, store the indices of the other two channels other than the matte
+ * channel. */
+ limit_channels[0] = (get_matte_channel() + 1) % 3;
+ limit_channels[1] = (get_matte_channel() + 2) % 3;
+ }
+ else {
+ /* If the algorithm is Single, store the index of the limit channel in both channels. */
+ limit_channels[0] = get_limit_channel();
+ limit_channels[1] = get_limit_channel();
+ }
+ }
+
+ float get_max_limit()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_min_limit()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ChannelMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_channel_matte_cc
void register_node_type_cmp_channel_matte()
@@ -93,6 +189,7 @@ void register_node_type_cmp_channel_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_channel_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc b/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
index 69319c6825d..9dcd4213949 100644
--- a/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
@@ -5,11 +5,15 @@
* \ingroup cmpnodes
*/
-#include "BLI_math_rotation.h"
+#include <cmath>
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Chroma Key ********************************************************** */
@@ -18,8 +22,12 @@ namespace blender::nodes::node_composite_chroma_matte_cc {
static void cmp_node_chroma_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Key Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Key Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -51,6 +59,57 @@ static void node_composit_buts_chroma_matte(uiLayout *layout, bContext *UNUSED(C
// uiItemR(col, ptr, "shadow_adjust", UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ChromaMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float acceptance = get_acceptance();
+ const float cutoff = get_cutoff();
+ const float falloff = get_falloff();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_chroma_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&acceptance),
+ GPU_uniform(&cutoff),
+ GPU_uniform(&falloff));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_acceptance()
+ {
+ return std::tan(get_node_chroma()->t1) / 2.0f;
+ }
+
+ float get_cutoff()
+ {
+ return get_node_chroma()->t2;
+ }
+
+ float get_falloff()
+ {
+ return get_node_chroma()->fstrength;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ChromaMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_chroma_matte_cc
void register_node_type_cmp_chroma_matte()
@@ -65,6 +124,7 @@ void register_node_type_cmp_chroma_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_chroma_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_color_matte.cc b/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
index 474fb1b72f2..5e3aaf512e6 100644
--- a/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Color Matte ********************************************************** */
@@ -16,8 +20,12 @@ namespace blender::nodes::node_composite_color_matte_cc {
static void cmp_node_color_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Key Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Key Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -50,6 +58,58 @@ static void node_composit_buts_color_matte(uiLayout *layout, bContext *UNUSED(C)
col, ptr, "color_value", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ColorMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float hue_epsilon = get_hue_epsilon();
+ const float saturation_epsilon = get_saturation_epsilon();
+ const float value_epsilon = get_value_epsilon();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&hue_epsilon),
+ GPU_uniform(&saturation_epsilon),
+ GPU_uniform(&value_epsilon));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_hue_epsilon()
+ {
+ /* Divide by 2 because the hue wraps around. */
+ return get_node_chroma()->t1 / 2.0f;
+ }
+
+ float get_saturation_epsilon()
+ {
+ return get_node_chroma()->t2;
+ }
+
+ float get_value_epsilon()
+ {
+ return get_node_chroma()->t3;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_color_matte_cc
void register_node_type_cmp_color_matte()
@@ -64,6 +124,7 @@ void register_node_type_cmp_color_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_color_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_color_spill.cc b/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
index 9ad5dfbaeb2..9744c01a256 100644
--- a/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
@@ -10,6 +10,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Color Spill Suppression ********************************* */
@@ -18,8 +22,15 @@ namespace blender::nodes::node_composite_color_spill_cc {
static void cmp_node_color_spill_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
@@ -27,8 +38,8 @@ static void node_composit_init_color_spill(bNodeTree *UNUSED(ntree), bNode *node
{
NodeColorspill *ncs = MEM_cnew<NodeColorspill>(__func__);
node->storage = ncs;
+ node->custom2 = CMP_NODE_COLOR_SPILL_LIMIT_ALGORITHM_SINGLE;
node->custom1 = 2; /* green channel */
- node->custom2 = 0; /* simple limit algorithm */
ncs->limchan = 0; /* limit by red */
ncs->limscale = 1.0f; /* limit scaling factor */
ncs->unspill = 0; /* do not use unspill */
@@ -80,6 +91,103 @@ static void node_composit_buts_color_spill(uiLayout *layout, bContext *UNUSED(C)
}
}
+using namespace blender::realtime_compositor;
+
+class ColorSpillShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float spill_channel = get_spill_channel();
+ float spill_scale[3];
+ get_spill_scale(spill_scale);
+ float limit_channels[2];
+ get_limit_channels(limit_channels);
+ const float limit_scale = get_limit_scale();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_spill",
+ inputs,
+ outputs,
+ GPU_constant(&spill_channel),
+ GPU_uniform(spill_scale),
+ GPU_constant(limit_channels),
+ GPU_uniform(&limit_scale));
+ }
+
+ /* Get the index of the channel used for spilling. */
+ int get_spill_channel()
+ {
+ return bnode().custom1 - 1;
+ }
+
+ CMPNodeColorSpillLimitAlgorithm get_limit_algorithm()
+ {
+ return (CMPNodeColorSpillLimitAlgorithm)bnode().custom2;
+ }
+
+ NodeColorspill *get_node_color_spill()
+ {
+ return static_cast<NodeColorspill *>(bnode().storage);
+ }
+
+ void get_spill_scale(float spill_scale[3])
+ {
+ const NodeColorspill *node_color_spill = get_node_color_spill();
+ if (node_color_spill->unspill) {
+ spill_scale[0] = node_color_spill->uspillr;
+ spill_scale[1] = node_color_spill->uspillg;
+ spill_scale[2] = node_color_spill->uspillb;
+ spill_scale[get_spill_channel()] *= -1.0f;
+ }
+ else {
+ spill_scale[0] = 0.0f;
+ spill_scale[1] = 0.0f;
+ spill_scale[2] = 0.0f;
+ spill_scale[get_spill_channel()] = -1.0f;
+ }
+ }
+
+ /* Get the index of the channel used for limiting. */
+ int get_limit_channel()
+ {
+ return get_node_color_spill()->limchan;
+ }
+
+ /* Get the indices of the channels used to compute the limit value. We always assume the limit
+ * algorithm is Average, if it is a single limit channel, store it in both limit channels,
+ * because the average of two identical values is the same value. */
+ void get_limit_channels(float limit_channels[2])
+ {
+ if (get_limit_algorithm() == CMP_NODE_COLOR_SPILL_LIMIT_ALGORITHM_AVERAGE) {
+ /* If the algorithm is Average, store the indices of the other two channels other than the
+ * spill channel. */
+ limit_channels[0] = (get_spill_channel() + 1) % 3;
+ limit_channels[1] = (get_spill_channel() + 2) % 3;
+ }
+ else {
+ /* If the algorithm is Single, store the index of the limit channel in both channels. */
+ limit_channels[0] = get_limit_channel();
+ limit_channels[1] = get_limit_channel();
+ }
+ }
+
+ float get_limit_scale()
+ {
+ return get_node_color_spill()->limscale;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorSpillShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_color_spill_cc
void register_node_type_cmp_color_spill()
@@ -94,6 +202,7 @@ void register_node_type_cmp_color_spill()
node_type_init(&ntype, file_ns::node_composit_init_color_spill);
node_type_storage(
&ntype, "NodeColorspill", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc b/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
index b87bbe439db..e129dcaa6ef 100644
--- a/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* channel Difference Matte ********************************* */
@@ -16,8 +20,12 @@ namespace blender::nodes::node_composite_diff_matte_cc {
static void cmp_node_diff_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image 1")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Image 2")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image 1"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Image 2"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -40,6 +48,50 @@ static void node_composit_buts_diff_matte(uiLayout *layout, bContext *UNUSED(C),
uiItemR(col, ptr, "falloff", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class DifferenceMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float tolerance = get_tolerance();
+ const float falloff = get_falloff();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_difference_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&tolerance),
+ GPU_uniform(&falloff));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_tolerance()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_falloff()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new DifferenceMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_diff_matte_cc
void register_node_type_cmp_diff_matte()
@@ -54,6 +106,7 @@ void register_node_type_cmp_diff_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_diff_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc b/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
index a8646d8498e..9d910b3f409 100644
--- a/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* channel Distance Matte ********************************* */
@@ -16,8 +20,12 @@ namespace blender::nodes::node_composite_distance_matte_cc {
static void cmp_node_distance_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Key Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Key Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -26,7 +34,7 @@ static void node_composit_init_distance_matte(bNodeTree *UNUSED(ntree), bNode *n
{
NodeChroma *c = MEM_cnew<NodeChroma>(__func__);
node->storage = c;
- c->channel = 1;
+ c->channel = CMP_NODE_DISTANCE_MATTE_COLOR_SPACE_RGBA;
c->t1 = 0.1f;
c->t2 = 0.1f;
}
@@ -48,6 +56,66 @@ static void node_composit_buts_distance_matte(uiLayout *layout,
uiItemR(col, ptr, "falloff", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class DistanceMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float tolerance = get_tolerance();
+ const float falloff = get_falloff();
+
+ if (get_color_space() == CMP_NODE_DISTANCE_MATTE_COLOR_SPACE_RGBA) {
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_distance_matte_rgba",
+ inputs,
+ outputs,
+ GPU_uniform(&tolerance),
+ GPU_uniform(&falloff));
+ return;
+ }
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_distance_matte_ycca",
+ inputs,
+ outputs,
+ GPU_uniform(&tolerance),
+ GPU_uniform(&falloff));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ CMPNodeDistanceMatteColorSpace get_color_space()
+ {
+ return (CMPNodeDistanceMatteColorSpace)get_node_chroma()->channel;
+ }
+
+ float get_tolerance()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_falloff()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new DistanceMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_distance_matte_cc
void register_node_type_cmp_distance_matte()
@@ -62,6 +130,7 @@ void register_node_type_cmp_distance_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_distance_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc b/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
index 4da6a0a442e..54dfa00eadd 100644
--- a/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
@@ -5,9 +5,18 @@
* \ingroup cmpnodes
*/
+#include <cmath>
+
+#include "BLI_math_vec_types.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** SCALAR MATH ******************** */
@@ -46,6 +55,98 @@ static void node_composit_buts_ellipsemask(uiLayout *layout, bContext *UNUSED(C)
uiItemR(layout, ptr, "mask_type", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class EllipseMaskOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUShader *shader = shader_manager().get(get_shader_name());
+ GPU_shader_bind(shader);
+
+ const Domain domain = compute_domain();
+
+ GPU_shader_uniform_2iv(shader, "domain_size", domain.size);
+
+ GPU_shader_uniform_2fv(shader, "location", get_location());
+ GPU_shader_uniform_2fv(shader, "radius", get_size() / 2.0f);
+ GPU_shader_uniform_1f(shader, "cos_angle", std::cos(get_angle()));
+ GPU_shader_uniform_1f(shader, "sin_angle", std::sin(get_angle()));
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "base_mask_tx");
+
+ const Result &value = get_input("Value");
+ value.bind_as_texture(shader, "mask_value_tx");
+
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_mask_img");
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ input_mask.unbind_as_texture();
+ value.unbind_as_texture();
+ output_mask.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ Domain compute_domain() override
+ {
+ if (get_input("Mask").is_single_value()) {
+ return Domain(context().get_output_size());
+ }
+ return get_input("Mask").domain();
+ }
+
+ CMPNodeMaskType get_mask_type()
+ {
+ return (CMPNodeMaskType)bnode().custom1;
+ }
+
+ const char *get_shader_name()
+ {
+ switch (get_mask_type()) {
+ default:
+ case CMP_NODE_MASKTYPE_ADD:
+ return "compositor_ellipse_mask_add";
+ case CMP_NODE_MASKTYPE_SUBTRACT:
+ return "compositor_ellipse_mask_subtract";
+ case CMP_NODE_MASKTYPE_MULTIPLY:
+ return "compositor_ellipse_mask_multiply";
+ case CMP_NODE_MASKTYPE_NOT:
+ return "compositor_ellipse_mask_not";
+ }
+ }
+
+ NodeEllipseMask &get_node_ellipse_mask()
+ {
+ return *static_cast<NodeEllipseMask *>(bnode().storage);
+ }
+
+ float2 get_location()
+ {
+ return float2(get_node_ellipse_mask().x, get_node_ellipse_mask().y);
+ }
+
+ float2 get_size()
+ {
+ return float2(get_node_ellipse_mask().width, get_node_ellipse_mask().height);
+ }
+
+ float get_angle()
+ {
+ return get_node_ellipse_mask().rotation;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new EllipseMaskOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_ellipsemask_cc
void register_node_type_cmp_ellipsemask()
@@ -61,6 +162,7 @@ void register_node_type_cmp_ellipsemask()
node_type_init(&ntype, file_ns::node_composit_init_ellipsemask);
node_type_storage(
&ntype, "NodeEllipseMask", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc b/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
index 94697a2aafd..092a12a7ea4 100644
--- a/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
@@ -5,9 +5,15 @@
* \ingroup cmpnodes
*/
+#include "IMB_colormanagement.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Luma Matte Node ********************************* */
@@ -16,7 +22,9 @@ namespace blender::nodes::node_composite_luma_matte_cc {
static void cmp_node_luma_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -40,6 +48,53 @@ static void node_composit_buts_luma_matte(uiLayout *layout, bContext *UNUSED(C),
col, ptr, "limit_min", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class LuminanceMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float high = get_high();
+ const float low = get_low();
+ float luminance_coefficients[3];
+ IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_luminance_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&high),
+ GPU_uniform(&low),
+ GPU_constant(luminance_coefficients));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_high()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_low()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new LuminanceMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_luma_matte_cc
void register_node_type_cmp_luma_matte()
@@ -54,6 +109,7 @@ void register_node_type_cmp_luma_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_luma_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}