diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_valToRgb.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_valToRgb.cc | 223 |
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); +} |