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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc198
1 files changed, 198 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc b/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc
new file mode 100644
index 00000000000..b89e0527eed
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc
@@ -0,0 +1,198 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup shdnodes
+ */
+
+#include "node_shader_util.h"
+
+namespace blender::nodes {
+
+static void sh_node_mix_rgb_declare(NodeDeclarationBuilder &b)
+{
+ b.is_function_node();
+ b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+ b.add_input<decl::Color>(N_("Color1")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
+ b.add_input<decl::Color>(N_("Color2")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
+ b.add_output<decl::Color>(N_("Color"));
+};
+
+} // namespace blender::nodes
+
+static void node_shader_exec_mix_rgb(void *UNUSED(data),
+ int UNUSED(thread),
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ bNodeStack **in,
+ bNodeStack **out)
+{
+ /* stack order in: fac, col1, col2 */
+ /* stack order out: col */
+ float col[3];
+ float fac;
+ float vec[3];
+
+ nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
+ CLAMP(fac, 0.0f, 1.0f);
+
+ nodestack_get_vec(col, SOCK_VECTOR, in[1]);
+ nodestack_get_vec(vec, SOCK_VECTOR, in[2]);
+
+ ramp_blend(node->custom1, col, fac, vec);
+ if (node->custom2 & SHD_MIXRGB_CLAMP) {
+ CLAMP3(col, 0.0f, 1.0f);
+ }
+ copy_v3_v3(out[0]->vec, col);
+}
+
+static const char *gpu_shader_get_name(int mode)
+{
+ switch (mode) {
+ case MA_RAMP_BLEND:
+ return "mix_blend";
+ case MA_RAMP_ADD:
+ return "mix_add";
+ case MA_RAMP_MULT:
+ return "mix_mult";
+ case MA_RAMP_SUB:
+ return "mix_sub";
+ case MA_RAMP_SCREEN:
+ return "mix_screen";
+ case MA_RAMP_DIV:
+ return "mix_div";
+ case MA_RAMP_DIFF:
+ return "mix_diff";
+ case MA_RAMP_DARK:
+ return "mix_dark";
+ case MA_RAMP_LIGHT:
+ return "mix_light";
+ case MA_RAMP_OVERLAY:
+ return "mix_overlay";
+ case MA_RAMP_DODGE:
+ return "mix_dodge";
+ case MA_RAMP_BURN:
+ return "mix_burn";
+ case MA_RAMP_HUE:
+ return "mix_hue";
+ case MA_RAMP_SAT:
+ return "mix_sat";
+ case MA_RAMP_VAL:
+ return "mix_val";
+ case MA_RAMP_COLOR:
+ return "mix_color";
+ case MA_RAMP_SOFT:
+ return "mix_soft";
+ case MA_RAMP_LINEAR:
+ return "mix_linear";
+ }
+
+ return nullptr;
+}
+
+static int gpu_shader_mix_rgb(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ const char *name = gpu_shader_get_name(node->custom1);
+
+ if (name != nullptr) {
+ int ret = GPU_stack_link(mat, node, name, in, out);
+ if (ret && node->custom2 & SHD_MIXRGB_CLAMP) {
+ const float min[3] = {0.0f, 0.0f, 0.0f};
+ const float max[3] = {1.0f, 1.0f, 1.0f};
+ GPU_link(
+ mat, "clamp_color", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link);
+ }
+ return ret;
+ }
+
+ return 0;
+}
+
+class MixRGBFunction : public blender::fn::MultiFunction {
+ private:
+ bool clamp_;
+ int type_;
+
+ public:
+ MixRGBFunction(bool clamp, int type) : clamp_(clamp), type_(type)
+ {
+ static blender::fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static blender::fn::MFSignature create_signature()
+ {
+ blender::fn::MFSignatureBuilder signature{"MixRGB"};
+ signature.single_input<float>("Fac");
+ signature.single_input<blender::ColorGeometry4f>("Color1");
+ signature.single_input<blender::ColorGeometry4f>("Color2");
+ signature.single_output<blender::ColorGeometry4f>("Color");
+ return signature.build();
+ }
+
+ void call(blender::IndexMask mask,
+ blender::fn::MFParams params,
+ blender::fn::MFContext UNUSED(context)) const override
+ {
+ const blender::VArray<float> &fac = params.readonly_single_input<float>(0, "Fac");
+ const blender::VArray<blender::ColorGeometry4f> &col1 =
+ params.readonly_single_input<blender::ColorGeometry4f>(1, "Color1");
+ const blender::VArray<blender::ColorGeometry4f> &col2 =
+ params.readonly_single_input<blender::ColorGeometry4f>(2, "Color2");
+ blender::MutableSpan<blender::ColorGeometry4f> results =
+ params.uninitialized_single_output<blender::ColorGeometry4f>(3, "Color");
+
+ for (int64_t i : mask) {
+ results[i] = col1[i];
+ ramp_blend(type_, results[i], clamp_f(fac[i], 0.0f, 1.0f), col2[i]);
+ }
+
+ if (clamp_) {
+ for (int64_t i : mask) {
+ clamp_v3(results[i], 0.0f, 1.0f);
+ }
+ }
+ }
+};
+
+static void sh_node_mix_rgb_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ bNode &node = builder.node();
+ bool clamp = node.custom2 & SHD_MIXRGB_CLAMP;
+ int mix_type = node.custom1;
+ builder.construct_and_set_matching_fn<MixRGBFunction>(clamp, mix_type);
+}
+
+void register_node_type_sh_mix_rgb()
+{
+ static bNodeType ntype;
+
+ sh_fn_node_type_base(&ntype, SH_NODE_MIX_RGB, "Mix", NODE_CLASS_OP_COLOR, 0);
+ ntype.declare = blender::nodes::sh_node_mix_rgb_declare;
+ ntype.labelfunc = node_blend_label;
+ node_type_exec(&ntype, nullptr, nullptr, node_shader_exec_mix_rgb);
+ node_type_gpu(&ntype, gpu_shader_mix_rgb);
+ ntype.build_multi_function = sh_node_mix_rgb_build_multi_function;
+
+ nodeRegisterType(&ntype);
+}