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Diffstat (limited to 'intern/cycles')
-rw-r--r--intern/cycles/blender/shader.cpp91
-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
-rw-r--r--intern/cycles/kernel/svm/color_util.h12
-rw-r--r--intern/cycles/kernel/svm/mix.h86
-rw-r--r--intern/cycles/kernel/svm/node_types_template.h4
-rw-r--r--intern/cycles/kernel/svm/svm.h12
-rw-r--r--intern/cycles/kernel/svm/types.h2
-rw-r--r--intern/cycles/scene/constant_fold.cpp95
-rw-r--r--intern/cycles/scene/constant_fold.h1
-rw-r--r--intern/cycles/scene/shader_nodes.cpp244
-rw-r--r--intern/cycles/scene/shader_nodes.h46
16 files changed, 946 insertions, 12 deletions
diff --git a/intern/cycles/blender/shader.cpp b/intern/cycles/blender/shader.cpp
index 04eb1576330..9505f4ba58f 100644
--- a/intern/cycles/blender/shader.cpp
+++ b/intern/cycles/blender/shader.cpp
@@ -350,6 +350,33 @@ static ShaderNode *add_node(Scene *scene,
mix->set_use_clamp(b_mix_node.use_clamp());
node = mix;
}
+ else if (b_node.is_a(&RNA_ShaderNodeMix)) {
+ BL::ShaderNodeMix b_mix_node(b_node);
+ if (b_mix_node.data_type() == BL::ShaderNodeMix::data_type_VECTOR) {
+ if (b_mix_node.factor_mode() == BL::ShaderNodeMix::factor_mode_UNIFORM) {
+ MixVectorNode *mix_node = graph->create_node<MixVectorNode>();
+ mix_node->set_use_clamp(b_mix_node.clamp_factor());
+ node = mix_node;
+ }
+ else {
+ MixVectorNonUniformNode *mix_node = graph->create_node<MixVectorNonUniformNode>();
+ mix_node->set_use_clamp(b_mix_node.clamp_factor());
+ node = mix_node;
+ }
+ }
+ else if (b_mix_node.data_type() == BL::ShaderNodeMix::data_type_RGBA) {
+ MixColorNode *mix_node = graph->create_node<MixColorNode>();
+ mix_node->set_blend_type((NodeMix)b_mix_node.blend_type());
+ mix_node->set_use_clamp(b_mix_node.clamp_factor());
+ mix_node->set_use_clamp_result(b_mix_node.clamp_result());
+ node = mix_node;
+ }
+ else {
+ MixFloatNode *mix_node = graph->create_node<MixFloatNode>();
+ mix_node->set_use_clamp(b_mix_node.clamp_factor());
+ node = mix_node;
+ }
+ }
else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
node = graph->create_node<SeparateRGBNode>();
}
@@ -1072,7 +1099,9 @@ static bool node_use_modified_socket_name(ShaderNode *node)
return true;
}
-static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::NodeSocket &b_socket)
+static ShaderInput *node_find_input_by_name(BL::Node b_node,
+ ShaderNode *node,
+ BL::NodeSocket &b_socket)
{
string name = b_socket.identifier();
ShaderInput *input = node->input(name.c_str());
@@ -1082,6 +1111,35 @@ static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::NodeSocket &b_
if (string_startswith(name, "Shader")) {
string_replace(name, "Shader", "Closure");
}
+
+ /* Map mix node internal name for shader. */
+ if (b_node.is_a(&RNA_ShaderNodeMix)) {
+ if (string_endswith(name, "Factor_Float")) {
+ string_replace(name, "Factor_Float", "Factor");
+ }
+ else if (string_endswith(name, "Factor_Vector")) {
+ string_replace(name, "Factor_Vector", "Factor");
+ }
+ else if (string_endswith(name, "A_Float")) {
+ string_replace(name, "A_Float", "A");
+ }
+ else if (string_endswith(name, "B_Float")) {
+ string_replace(name, "B_Float", "B");
+ }
+ else if (string_endswith(name, "A_Color")) {
+ string_replace(name, "A_Color", "A");
+ }
+ else if (string_endswith(name, "B_Color")) {
+ string_replace(name, "B_Color", "B");
+ }
+ else if (string_endswith(name, "A_Vector")) {
+ string_replace(name, "A_Vector", "A");
+ }
+ else if (string_endswith(name, "B_Vector")) {
+ string_replace(name, "B_Vector", "B");
+ }
+ }
+
input = node->input(name.c_str());
if (!input) {
@@ -1111,7 +1169,9 @@ static ShaderInput *node_find_input_by_name(ShaderNode *node, BL::NodeSocket &b_
return input;
}
-static ShaderOutput *node_find_output_by_name(ShaderNode *node, BL::NodeSocket &b_socket)
+static ShaderOutput *node_find_output_by_name(BL::Node b_node,
+ ShaderNode *node,
+ BL::NodeSocket &b_socket)
{
string name = b_socket.identifier();
ShaderOutput *output = node->output(name.c_str());
@@ -1122,6 +1182,21 @@ static ShaderOutput *node_find_output_by_name(ShaderNode *node, BL::NodeSocket &
name = "Closure";
output = node->output(name.c_str());
}
+ /* Map internal name for shader. */
+ if (b_node.is_a(&RNA_ShaderNodeMix)) {
+ if (string_endswith(name, "Result_Float")) {
+ string_replace(name, "Result_Float", "Result");
+ output = node->output(name.c_str());
+ }
+ else if (string_endswith(name, "Result_Color")) {
+ string_replace(name, "Result_Color", "Result");
+ output = node->output(name.c_str());
+ }
+ else if (string_endswith(name, "Result_Vector")) {
+ string_replace(name, "Result_Vector", "Result");
+ output = node->output(name.c_str());
+ }
+ }
}
return output;
@@ -1267,7 +1342,11 @@ static void add_nodes(Scene *scene,
if (node) {
/* map node sockets for linking */
for (BL::NodeSocket &b_input : b_node.inputs) {
- ShaderInput *input = node_find_input_by_name(node, b_input);
+ if (b_input.is_unavailable()) {
+ /* Skip unavailable sockets. */
+ continue;
+ }
+ ShaderInput *input = node_find_input_by_name(b_node, node, b_input);
if (!input) {
/* XXX should not happen, report error? */
continue;
@@ -1277,7 +1356,11 @@ static void add_nodes(Scene *scene,
set_default_value(input, b_input, b_data, b_ntree);
}
for (BL::NodeSocket &b_output : b_node.outputs) {
- ShaderOutput *output = node_find_output_by_name(node, b_output);
+ if (b_output.is_unavailable()) {
+ /* Skip unavailable sockets. */
+ continue;
+ }
+ ShaderOutput *output = node_find_output_by_name(b_node, node, b_output);
if (!output) {
/* XXX should not happen, report error? */
continue;
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);
+}
diff --git a/intern/cycles/kernel/svm/color_util.h b/intern/cycles/kernel/svm/color_util.h
index 41f44378ff0..96adb6fd64c 100644
--- a/intern/cycles/kernel/svm/color_util.h
+++ b/intern/cycles/kernel/svm/color_util.h
@@ -247,10 +247,8 @@ ccl_device float3 svm_mix_clamp(float3 col)
return saturate(col);
}
-ccl_device_noinline_cpu float3 svm_mix(NodeMix type, float fac, float3 c1, float3 c2)
+ccl_device_noinline_cpu float3 svm_mix(NodeMix type, float t, float3 c1, float3 c2)
{
- float t = saturatef(fac);
-
switch (type) {
case NODE_MIX_BLEND:
return svm_mix_blend(t, c1, c2);
@@ -282,7 +280,7 @@ ccl_device_noinline_cpu float3 svm_mix(NodeMix type, float fac, float3 c1, float
return svm_mix_sat(t, c1, c2);
case NODE_MIX_VAL:
return svm_mix_val(t, c1, c2);
- case NODE_MIX_COLOR:
+ case NODE_MIX_COL:
return svm_mix_color(t, c1, c2);
case NODE_MIX_SOFT:
return svm_mix_soft(t, c1, c2);
@@ -295,6 +293,12 @@ ccl_device_noinline_cpu float3 svm_mix(NodeMix type, float fac, float3 c1, float
return make_float3(0.0f, 0.0f, 0.0f);
}
+ccl_device_noinline_cpu float3 svm_mix_clamped_factor(NodeMix type, float t, float3 c1, float3 c2)
+{
+ float fac = saturatef(t);
+ return svm_mix(type, fac, c1, c2);
+}
+
ccl_device_inline float3 svm_brightness_contrast(float3 color, float brightness, float contrast)
{
float a = 1.0f + contrast;
diff --git a/intern/cycles/kernel/svm/mix.h b/intern/cycles/kernel/svm/mix.h
index a9796096410..ead2fc44685 100644
--- a/intern/cycles/kernel/svm/mix.h
+++ b/intern/cycles/kernel/svm/mix.h
@@ -21,10 +21,94 @@ ccl_device_noinline int svm_node_mix(KernelGlobals kg,
float fac = stack_load_float(stack, fac_offset);
float3 c1 = stack_load_float3(stack, c1_offset);
float3 c2 = stack_load_float3(stack, c2_offset);
- float3 result = svm_mix((NodeMix)node1.y, fac, c1, c2);
+ float3 result = svm_mix_clamped_factor((NodeMix)node1.y, fac, c1, c2);
stack_store_float3(stack, node1.z, result);
return offset;
}
+ccl_device_noinline void svm_node_mix_color(ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint options,
+ uint input_offset,
+ uint result_offset)
+{
+ uint use_clamp, blend_type, use_clamp_result;
+ uint fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
+ svm_unpack_node_uchar3(options, &use_clamp, &blend_type, &use_clamp_result);
+ svm_unpack_node_uchar3(
+ input_offset, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
+
+ float t = stack_load_float(stack, fac_in_stack_offset);
+ if (use_clamp > 0) {
+ t = saturatef(t);
+ }
+ float3 a = stack_load_float3(stack, a_in_stack_offset);
+ float3 b = stack_load_float3(stack, b_in_stack_offset);
+ float3 result = svm_mix((NodeMix)blend_type, t, a, b);
+ if (use_clamp_result) {
+ result = saturate(result);
+ }
+ stack_store_float3(stack, result_offset, result);
+}
+
+ccl_device_noinline void svm_node_mix_float(ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint use_clamp,
+ uint input_offset,
+ uint result_offset)
+{
+ uint fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
+ svm_unpack_node_uchar3(
+ input_offset, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
+
+ float t = stack_load_float(stack, fac_in_stack_offset);
+ if (use_clamp > 0) {
+ t = saturatef(t);
+ }
+ float a = stack_load_float(stack, a_in_stack_offset);
+ float b = stack_load_float(stack, b_in_stack_offset);
+ float result = a * (1 - t) + b * t;
+
+ stack_store_float(stack, result_offset, result);
+}
+
+ccl_device_noinline void svm_node_mix_vector(ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint input_offset,
+ uint result_offset)
+{
+ uint use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
+ svm_unpack_node_uchar4(
+ input_offset, &use_clamp, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
+
+ float t = stack_load_float(stack, fac_in_stack_offset);
+ if (use_clamp > 0) {
+ t = saturatef(t);
+ }
+ float3 a = stack_load_float3(stack, a_in_stack_offset);
+ float3 b = stack_load_float3(stack, b_in_stack_offset);
+ float3 result = a * (one_float3() - t) + b * t;
+ stack_store_float3(stack, result_offset, result);
+}
+
+ccl_device_noinline void svm_node_mix_vector_non_uniform(ccl_private ShaderData *sd,
+ ccl_private float *stack,
+ uint input_offset,
+ uint result_offset)
+{
+ uint use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
+ svm_unpack_node_uchar4(
+ input_offset, &use_clamp, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
+
+ float3 t = stack_load_float3(stack, fac_in_stack_offset);
+ if (use_clamp > 0) {
+ t = saturate(t);
+ }
+ float3 a = stack_load_float3(stack, a_in_stack_offset);
+ float3 b = stack_load_float3(stack, b_in_stack_offset);
+ float3 result = a * (one_float3() - t) + b * t;
+ stack_store_float3(stack, result_offset, result);
+}
+
CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/svm/node_types_template.h b/intern/cycles/kernel/svm/node_types_template.h
index 39d279be4cb..aab9b9f1158 100644
--- a/intern/cycles/kernel/svm/node_types_template.h
+++ b/intern/cycles/kernel/svm/node_types_template.h
@@ -103,6 +103,10 @@ SHADER_NODE_TYPE(NODE_AOV_START)
SHADER_NODE_TYPE(NODE_AOV_COLOR)
SHADER_NODE_TYPE(NODE_AOV_VALUE)
SHADER_NODE_TYPE(NODE_FLOAT_CURVE)
+SHADER_NODE_TYPE(NODE_MIX_COLOR)
+SHADER_NODE_TYPE(NODE_MIX_FLOAT)
+SHADER_NODE_TYPE(NODE_MIX_VECTOR)
+SHADER_NODE_TYPE(NODE_MIX_VECTOR_NON_UNIFORM)
/* Padding for struct alignment. */
SHADER_NODE_TYPE(NODE_PAD1)
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index 9d6d3e9222c..3ca632c5f0b 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -585,6 +585,18 @@ ccl_device void svm_eval_nodes(KernelGlobals kg,
SVM_CASE(NODE_AOV_VALUE)
svm_node_aov_value<node_feature_mask>(kg, state, sd, stack, node, render_buffer);
break;
+ SVM_CASE(NODE_MIX_COLOR)
+ svm_node_mix_color(sd, stack, node.y, node.z, node.w);
+ break;
+ SVM_CASE(NODE_MIX_FLOAT)
+ svm_node_mix_float(sd, stack, node.y, node.z, node.w);
+ break;
+ SVM_CASE(NODE_MIX_VECTOR)
+ svm_node_mix_vector(sd, stack, node.y, node.z);
+ break;
+ SVM_CASE(NODE_MIX_VECTOR_NON_UNIFORM)
+ svm_node_mix_vector_non_uniform(sd, stack, node.y, node.z);
+ break;
default:
kernel_assert(!"Unknown node type was passed to the SVM machine");
return;
diff --git a/intern/cycles/kernel/svm/types.h b/intern/cycles/kernel/svm/types.h
index 98dfe6a4375..9dd8f196e0f 100644
--- a/intern/cycles/kernel/svm/types.h
+++ b/intern/cycles/kernel/svm/types.h
@@ -133,7 +133,7 @@ typedef enum NodeMix {
NODE_MIX_HUE,
NODE_MIX_SAT,
NODE_MIX_VAL,
- NODE_MIX_COLOR,
+ NODE_MIX_COL,
NODE_MIX_SOFT,
NODE_MIX_LINEAR,
NODE_MIX_CLAMP /* used for the clamp UI option */
diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp
index 4bce5661f9b..1aa4515a087 100644
--- a/intern/cycles/scene/constant_fold.cpp
+++ b/intern/cycles/scene/constant_fold.cpp
@@ -291,6 +291,101 @@ void ConstantFolder::fold_mix(NodeMix type, bool clamp) const
}
}
+void ConstantFolder::fold_mix_color(NodeMix type, bool clamp_factor, bool clamp) const
+{
+ ShaderInput *fac_in = node->input("Factor");
+ ShaderInput *color1_in = node->input("A");
+ ShaderInput *color2_in = node->input("B");
+
+ float fac = clamp_factor ? saturatef(node->get_float(fac_in->socket_type)) :
+ node->get_float(fac_in->socket_type);
+ bool fac_is_zero = !fac_in->link && fac == 0.0f;
+ bool fac_is_one = !fac_in->link && fac == 1.0f;
+
+ /* remove no-op node when factor is 0.0 */
+ if (fac_is_zero) {
+ /* note that some of the modes will clamp out of bounds values even without use_clamp */
+ if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) {
+ if (try_bypass_or_make_constant(color1_in, clamp)) {
+ return;
+ }
+ }
+ }
+
+ switch (type) {
+ case NODE_MIX_BLEND:
+ /* remove useless mix colors nodes */
+ if (color1_in->link && color2_in->link) {
+ if (color1_in->link == color2_in->link) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ break;
+ }
+ }
+ else if (!color1_in->link && !color2_in->link) {
+ float3 color1 = node->get_float3(color1_in->socket_type);
+ float3 color2 = node->get_float3(color2_in->socket_type);
+ if (color1 == color2) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ break;
+ }
+ }
+ /* remove no-op mix color node when factor is 1.0 */
+ if (fac_is_one) {
+ try_bypass_or_make_constant(color2_in, clamp);
+ break;
+ }
+ break;
+ case NODE_MIX_ADD:
+ /* 0 + X (fac 1) == X */
+ if (is_zero(color1_in) && fac_is_one) {
+ try_bypass_or_make_constant(color2_in, clamp);
+ }
+ /* X + 0 (fac ?) == X */
+ else if (is_zero(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ break;
+ case NODE_MIX_SUB:
+ /* X - 0 (fac ?) == X */
+ if (is_zero(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ /* X - X (fac 1) == 0 */
+ else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) {
+ make_zero();
+ }
+ break;
+ case NODE_MIX_MUL:
+ /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */
+ if (is_one(color1_in) && fac_is_one) {
+ try_bypass_or_make_constant(color2_in, clamp);
+ }
+ else if (is_one(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */
+ else if (is_zero(color1_in)) {
+ make_zero();
+ }
+ else if (is_zero(color2_in) && fac_is_one) {
+ make_zero();
+ }
+ break;
+ case NODE_MIX_DIV:
+ /* X / 1 (fac ?) == X */
+ if (is_one(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ /* 0 / ? (fac ?) == 0 */
+ else if (is_zero(color1_in)) {
+ make_zero();
+ }
+ break;
+ default:
+ break;
+ }
+}
+
void ConstantFolder::fold_math(NodeMathType type) const
{
ShaderInput *value1_in = node->input("Value1");
diff --git a/intern/cycles/scene/constant_fold.h b/intern/cycles/scene/constant_fold.h
index 090ce367e6c..246ff2d31ee 100644
--- a/intern/cycles/scene/constant_fold.h
+++ b/intern/cycles/scene/constant_fold.h
@@ -51,6 +51,7 @@ class ConstantFolder {
/* Specific nodes. */
void fold_mix(NodeMix type, bool clamp) const;
+ void fold_mix_color(NodeMix type, bool clamp_factor, bool clamp) const;
void fold_math(NodeMathType type) const;
void fold_vector_math(NodeVectorMathType type) const;
void fold_mapping(NodeMappingType type) const;
diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp
index bedb0fe2902..a9cd453947b 100644
--- a/intern/cycles/scene/shader_nodes.cpp
+++ b/intern/cycles/scene/shader_nodes.cpp
@@ -4950,7 +4950,7 @@ NODE_DEFINE(MixNode)
type_enum.insert("hue", NODE_MIX_HUE);
type_enum.insert("saturation", NODE_MIX_SAT);
type_enum.insert("value", NODE_MIX_VAL);
- type_enum.insert("color", NODE_MIX_COLOR);
+ type_enum.insert("color", NODE_MIX_COL);
type_enum.insert("soft_light", NODE_MIX_SOFT);
type_enum.insert("linear_light", NODE_MIX_LINEAR);
SOCKET_ENUM(mix_type, "Type", type_enum, NODE_MIX_BLEND);
@@ -4999,13 +4999,253 @@ void MixNode::compile(OSLCompiler &compiler)
void MixNode::constant_fold(const ConstantFolder &folder)
{
if (folder.all_inputs_constant()) {
- folder.make_constant_clamp(svm_mix(mix_type, fac, color1, color2), use_clamp);
+ folder.make_constant_clamp(svm_mix_clamped_factor(mix_type, fac, color1, color2), use_clamp);
}
else {
folder.fold_mix(mix_type, use_clamp);
}
}
+/* Mix Color */
+
+NODE_DEFINE(MixColorNode)
+{
+ NodeType *type = NodeType::add("mix_color", create, NodeType::SHADER);
+
+ static NodeEnum type_enum;
+ type_enum.insert("mix", NODE_MIX_BLEND);
+ type_enum.insert("add", NODE_MIX_ADD);
+ type_enum.insert("multiply", NODE_MIX_MUL);
+ type_enum.insert("screen", NODE_MIX_SCREEN);
+ type_enum.insert("overlay", NODE_MIX_OVERLAY);
+ type_enum.insert("subtract", NODE_MIX_SUB);
+ type_enum.insert("divide", NODE_MIX_DIV);
+ type_enum.insert("difference", NODE_MIX_DIFF);
+ type_enum.insert("darken", NODE_MIX_DARK);
+ type_enum.insert("lighten", NODE_MIX_LIGHT);
+ type_enum.insert("dodge", NODE_MIX_DODGE);
+ type_enum.insert("burn", NODE_MIX_BURN);
+ type_enum.insert("hue", NODE_MIX_HUE);
+ type_enum.insert("saturation", NODE_MIX_SAT);
+ type_enum.insert("value", NODE_MIX_VAL);
+ type_enum.insert("color", NODE_MIX_COL);
+ type_enum.insert("soft_light", NODE_MIX_SOFT);
+ type_enum.insert("linear_light", NODE_MIX_LINEAR);
+ SOCKET_ENUM(blend_type, "Type", type_enum, NODE_MIX_BLEND);
+
+ SOCKET_IN_FLOAT(fac, "Factor", 0.5f);
+ SOCKET_IN_COLOR(a, "A", zero_float3());
+ SOCKET_IN_COLOR(b, "B", zero_float3());
+ SOCKET_BOOLEAN(use_clamp_result, "Use Clamp Result", false);
+ SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
+
+ SOCKET_OUT_COLOR(result, "Result");
+
+ return type;
+}
+
+MixColorNode::MixColorNode() : ShaderNode(get_node_type())
+{
+}
+
+void MixColorNode::compile(SVMCompiler &compiler)
+{
+ ShaderInput *fac_in = input("Factor");
+ ShaderInput *a_in = input("A");
+ ShaderInput *b_in = input("B");
+ ShaderOutput *result_out = output("Result");
+
+ int fac_in_stack_offset = compiler.stack_assign(fac_in);
+ int a_in_stack_offset = compiler.stack_assign(a_in);
+ int b_in_stack_offset = compiler.stack_assign(b_in);
+
+ compiler.add_node(
+ NODE_MIX_COLOR,
+ compiler.encode_uchar4(use_clamp, blend_type, use_clamp_result),
+ compiler.encode_uchar4(fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
+ compiler.stack_assign(result_out));
+}
+
+void MixColorNode::compile(OSLCompiler &compiler)
+{
+ compiler.parameter(this, "blend_type");
+ compiler.parameter(this, "use_clamp");
+ compiler.parameter(this, "use_clamp_result");
+ compiler.add(this, "node_mix_color");
+}
+
+void MixColorNode::constant_fold(const ConstantFolder &folder)
+{
+ if (folder.all_inputs_constant()) {
+ if (use_clamp) {
+ fac = clamp(fac, 0.0f, 1.0f);
+ }
+ folder.make_constant_clamp(svm_mix(blend_type, fac, a, b), use_clamp_result);
+ }
+ else {
+ folder.fold_mix_color(blend_type, use_clamp, use_clamp_result);
+ }
+}
+
+/* Mix Float */
+
+NODE_DEFINE(MixFloatNode)
+{
+ NodeType *type = NodeType::add("mix_float", create, NodeType::SHADER);
+
+ SOCKET_IN_FLOAT(fac, "Factor", 0.5f);
+ SOCKET_IN_FLOAT(a, "A", 0.0f);
+ SOCKET_IN_FLOAT(b, "B", 0.0f);
+ SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
+ SOCKET_OUT_FLOAT(result, "Result");
+
+ return type;
+}
+
+MixFloatNode::MixFloatNode() : ShaderNode(get_node_type())
+{
+}
+
+void MixFloatNode::compile(SVMCompiler &compiler)
+{
+ ShaderInput *fac_in = input("Factor");
+ ShaderInput *a_in = input("A");
+ ShaderInput *b_in = input("B");
+ ShaderOutput *result_out = output("Result");
+
+ int fac_in_stack_offset = compiler.stack_assign(fac_in);
+ int a_in_stack_offset = compiler.stack_assign(a_in);
+ int b_in_stack_offset = compiler.stack_assign(b_in);
+
+ compiler.add_node(
+ NODE_MIX_FLOAT,
+ use_clamp,
+ compiler.encode_uchar4(fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
+ compiler.stack_assign(result_out));
+}
+
+void MixFloatNode::compile(OSLCompiler &compiler)
+{
+ compiler.parameter(this, "use_clamp");
+ compiler.add(this, "node_mix_float");
+}
+
+void MixFloatNode::constant_fold(const ConstantFolder &folder)
+{
+ if (folder.all_inputs_constant()) {
+ if (use_clamp) {
+ fac = clamp(fac, 0.0f, 1.0f);
+ }
+ folder.make_constant(a * (1 - fac) + b * fac);
+ }
+}
+
+/* Mix Vector */
+
+NODE_DEFINE(MixVectorNode)
+{
+ NodeType *type = NodeType::add("mix_vector", create, NodeType::SHADER);
+
+ SOCKET_IN_FLOAT(fac, "Factor", 0.5f);
+ SOCKET_IN_VECTOR(a, "A", zero_float3());
+ SOCKET_IN_VECTOR(b, "B", zero_float3());
+ SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
+
+ SOCKET_OUT_VECTOR(result, "Result");
+
+ return type;
+}
+
+MixVectorNode::MixVectorNode() : ShaderNode(get_node_type())
+{
+}
+
+void MixVectorNode::compile(SVMCompiler &compiler)
+{
+ ShaderInput *fac_in = input("Factor");
+ ShaderInput *a_in = input("A");
+ ShaderInput *b_in = input("B");
+ ShaderOutput *result_out = output("Result");
+
+ int fac_in_stack_offset = compiler.stack_assign(fac_in);
+ int a_in_stack_offset = compiler.stack_assign(a_in);
+ int b_in_stack_offset = compiler.stack_assign(b_in);
+
+ compiler.add_node(
+ NODE_MIX_VECTOR,
+ compiler.encode_uchar4(use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
+ compiler.stack_assign(result_out));
+}
+
+void MixVectorNode::compile(OSLCompiler &compiler)
+{
+ compiler.parameter(this, "use_clamp");
+ compiler.add(this, "node_mix_vector");
+}
+
+void MixVectorNode::constant_fold(const ConstantFolder &folder)
+{
+ if (folder.all_inputs_constant()) {
+ if (use_clamp) {
+ fac = clamp(fac, 0.0f, 1.0f);
+ }
+ folder.make_constant(a * (one_float3() - fac) + b * fac);
+ }
+}
+
+/* Mix Vector Non Uniform */
+
+NODE_DEFINE(MixVectorNonUniformNode)
+{
+ NodeType *type = NodeType::add("mix_vector_non_uniform", create, NodeType::SHADER);
+
+ SOCKET_IN_VECTOR(fac, "Factor", make_float3(0.5f, 0.5f, 0.5f));
+ SOCKET_IN_VECTOR(a, "A", zero_float3());
+ SOCKET_IN_VECTOR(b, "B", zero_float3());
+ SOCKET_BOOLEAN(use_clamp, "Use Clamp", true);
+
+ SOCKET_OUT_VECTOR(result, "Result");
+
+ return type;
+}
+
+MixVectorNonUniformNode::MixVectorNonUniformNode() : ShaderNode(get_node_type())
+{
+}
+
+void MixVectorNonUniformNode::compile(SVMCompiler &compiler)
+{
+ ShaderInput *fac_in = input("Factor");
+ ShaderInput *a_in = input("A");
+ ShaderInput *b_in = input("B");
+ ShaderOutput *result_out = output("Result");
+
+ int fac_in_stack_offset = compiler.stack_assign(fac_in);
+ int a_in_stack_offset = compiler.stack_assign(a_in);
+ int b_in_stack_offset = compiler.stack_assign(b_in);
+
+ compiler.add_node(
+ NODE_MIX_VECTOR_NON_UNIFORM,
+ compiler.encode_uchar4(use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset),
+ compiler.stack_assign(result_out));
+}
+
+void MixVectorNonUniformNode::compile(OSLCompiler &compiler)
+{
+ compiler.parameter(this, "use_clamp");
+ compiler.add(this, "node_mix_vector_non_uniform");
+}
+
+void MixVectorNonUniformNode::constant_fold(const ConstantFolder &folder)
+{
+ if (folder.all_inputs_constant()) {
+ if (use_clamp) {
+ fac = saturate(fac);
+ }
+ folder.make_constant(a * (one_float3() - fac) + b * fac);
+ }
+}
+
/* Combine Color */
NODE_DEFINE(CombineColorNode)
diff --git a/intern/cycles/scene/shader_nodes.h b/intern/cycles/scene/shader_nodes.h
index ac40a397c1e..cc3a71a0697 100644
--- a/intern/cycles/scene/shader_nodes.h
+++ b/intern/cycles/scene/shader_nodes.h
@@ -1101,6 +1101,52 @@ class MixNode : public ShaderNode {
NODE_SOCKET_API(float, fac)
};
+class MixColorNode : public ShaderNode {
+ public:
+ SHADER_NODE_CLASS(MixColorNode)
+ void constant_fold(const ConstantFolder &folder);
+
+ NODE_SOCKET_API(float3, a)
+ NODE_SOCKET_API(float3, b)
+ NODE_SOCKET_API(float, fac)
+ NODE_SOCKET_API(bool, use_clamp)
+ NODE_SOCKET_API(bool, use_clamp_result)
+ NODE_SOCKET_API(NodeMix, blend_type)
+};
+
+class MixFloatNode : public ShaderNode {
+ public:
+ SHADER_NODE_CLASS(MixFloatNode)
+ void constant_fold(const ConstantFolder &folder);
+
+ NODE_SOCKET_API(float, a)
+ NODE_SOCKET_API(float, b)
+ NODE_SOCKET_API(float, fac)
+ NODE_SOCKET_API(bool, use_clamp)
+};
+
+class MixVectorNode : public ShaderNode {
+ public:
+ SHADER_NODE_CLASS(MixVectorNode)
+ void constant_fold(const ConstantFolder &folder);
+
+ NODE_SOCKET_API(float3, a)
+ NODE_SOCKET_API(float3, b)
+ NODE_SOCKET_API(float, fac)
+ NODE_SOCKET_API(bool, use_clamp)
+};
+
+class MixVectorNonUniformNode : public ShaderNode {
+ public:
+ SHADER_NODE_CLASS(MixVectorNonUniformNode)
+ void constant_fold(const ConstantFolder &folder);
+
+ NODE_SOCKET_API(float3, a)
+ NODE_SOCKET_API(float3, b)
+ NODE_SOCKET_API(float3, fac)
+ NODE_SOCKET_API(bool, use_clamp)
+};
+
class CombineColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(CombineColorNode)