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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_valToRgb.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_valToRgb.cc223
1 files changed, 223 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc b/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc
new file mode 100644
index 00000000000..7f712b0db40
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.cc
@@ -0,0 +1,223 @@
+/*
+ * 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 "IMB_colormanagement.h"
+
+#include "DNA_texture_types.h"
+
+#include "BLI_color.hh"
+
+#include "node_shader_util.h"
+
+/* **************** VALTORGB ******************** */
+static bNodeSocketTemplate sh_node_valtorgb_in[] = {
+ {SOCK_FLOAT, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {-1, ""},
+};
+static bNodeSocketTemplate sh_node_valtorgb_out[] = {
+ {SOCK_RGBA, N_("Color")},
+ {SOCK_FLOAT, N_("Alpha")},
+ {-1, ""},
+};
+
+static void node_shader_exec_valtorgb(void *UNUSED(data),
+ int UNUSED(thread),
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ bNodeStack **in,
+ bNodeStack **out)
+{
+ /* stack order in: fac */
+ /* stack order out: col, alpha */
+
+ if (node->storage) {
+ float fac;
+ nodestack_get_vec(&fac, SOCK_FLOAT, in[0]);
+
+ BKE_colorband_evaluate((ColorBand *)node->storage, fac, out[0]->vec);
+ out[1]->vec[0] = out[0]->vec[3];
+ }
+}
+
+static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->storage = BKE_colorband_add(true);
+}
+
+static int gpu_shader_valtorgb(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ struct ColorBand *coba = (ColorBand *)node->storage;
+ float *array, layer;
+ int size;
+
+ /* Common / easy case optimisation. */
+ if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) {
+ float mul_bias[2];
+ switch (coba->ipotype) {
+ case COLBAND_INTERP_LINEAR:
+ mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
+ mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
+ return GPU_stack_link(mat,
+ node,
+ "valtorgb_opti_linear",
+ in,
+ out,
+ GPU_uniform(mul_bias),
+ GPU_uniform(&coba->data[0].r),
+ GPU_uniform(&coba->data[1].r));
+ case COLBAND_INTERP_CONSTANT:
+ mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos);
+ return GPU_stack_link(mat,
+ node,
+ "valtorgb_opti_constant",
+ in,
+ out,
+ GPU_uniform(&mul_bias[1]),
+ GPU_uniform(&coba->data[0].r),
+ GPU_uniform(&coba->data[1].r));
+ case COLBAND_INTERP_EASE:
+ mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos);
+ mul_bias[1] = -mul_bias[0] * coba->data[0].pos;
+ return GPU_stack_link(mat,
+ node,
+ "valtorgb_opti_ease",
+ in,
+ out,
+ GPU_uniform(mul_bias),
+ GPU_uniform(&coba->data[0].r),
+ GPU_uniform(&coba->data[1].r));
+ default:
+ break;
+ }
+ }
+
+ BKE_colorband_evaluate_table_rgba(coba, &array, &size);
+ GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer);
+
+ if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
+ return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_constant(&layer));
+ }
+ else {
+ return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer));
+ }
+}
+
+class ColorBandFunction : public blender::fn::MultiFunction {
+ private:
+ const ColorBand &color_band_;
+
+ public:
+ ColorBandFunction(const ColorBand &color_band) : color_band_(color_band)
+ {
+ blender::fn::MFSignatureBuilder signature = this->get_builder("Color Band");
+ signature.single_input<float>("Value");
+ signature.single_output<blender::Color4f>("Color");
+ signature.single_output<float>("Alpha");
+ }
+
+ void call(blender::IndexMask mask,
+ blender::fn::MFParams params,
+ blender::fn::MFContext UNUSED(context)) const override
+ {
+ blender::fn::VSpan<float> values = params.readonly_single_input<float>(0, "Value");
+ blender::MutableSpan<blender::Color4f> colors =
+ params.uninitialized_single_output<blender::Color4f>(1, "Color");
+ blender::MutableSpan<float> alphas = params.uninitialized_single_output<float>(2, "Alpha");
+
+ for (int64_t i : mask) {
+ blender::Color4f color;
+ BKE_colorband_evaluate(&color_band_, values[i], color);
+ colors[i] = color;
+ alphas[i] = color.a;
+ }
+ }
+};
+
+static void sh_node_valtorgb_expand_in_mf_network(blender::nodes::NodeMFNetworkBuilder &builder)
+{
+ bNode &bnode = builder.bnode();
+ const ColorBand *color_band = (const ColorBand *)bnode.storage;
+ builder.construct_and_set_matching_fn<ColorBandFunction>(*color_band);
+}
+
+void register_node_type_sh_valtorgb(void)
+{
+ static bNodeType ntype;
+
+ sh_fn_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTOR, 0);
+ node_type_socket_templates(&ntype, sh_node_valtorgb_in, sh_node_valtorgb_out);
+ node_type_init(&ntype, node_shader_init_valtorgb);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
+ node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_valtorgb);
+ node_type_gpu(&ntype, gpu_shader_valtorgb);
+ ntype.expand_in_mf_network = sh_node_valtorgb_expand_in_mf_network;
+
+ nodeRegisterType(&ntype);
+}
+
+/* **************** RGBTOBW ******************** */
+static bNodeSocketTemplate sh_node_rgbtobw_in[] = {
+ {SOCK_RGBA, N_("Color"), 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, {-1, ""}};
+static bNodeSocketTemplate sh_node_rgbtobw_out[] = {
+ {SOCK_FLOAT, N_("Val"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, {-1, ""}};
+
+static void node_shader_exec_rgbtobw(void *UNUSED(data),
+ int UNUSED(thread),
+ bNode *UNUSED(node),
+ bNodeExecData *UNUSED(execdata),
+ bNodeStack **in,
+ bNodeStack **out)
+{
+ /* stack order out: bw */
+ /* stack order in: col */
+ float col[3];
+ nodestack_get_vec(col, SOCK_VECTOR, in[0]);
+
+ out[0]->vec[0] = IMB_colormanagement_get_luminance(col);
+}
+
+static int gpu_shader_rgbtobw(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "rgbtobw", in, out);
+}
+
+void register_node_type_sh_rgbtobw(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTOR, 0);
+ node_type_socket_templates(&ntype, sh_node_rgbtobw_in, sh_node_rgbtobw_out);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_rgbtobw);
+ node_type_gpu(&ntype, gpu_shader_rgbtobw);
+
+ nodeRegisterType(&ntype);
+}