From 767386736070cfe7294e217f3734c1e7b736f4ae Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 10 Aug 2018 16:16:09 +0200 Subject: GPUMaterial: Fix color ramp node with constant interpolation Color ramp with constant interpolation must bypass texture filtering and use nearest neighboor sampling in order to appear correctly sharp. This patch use a GLSL hack to use nearest sampling on thoses particular color band. --- source/blender/gpu/shaders/gpu_shader_material.glsl | 6 ++++++ source/blender/nodes/shader/nodes/node_shader_valToRgb.c | 11 +++++++++-- 2 files changed, 15 insertions(+), 2 deletions(-) diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 91104fe51bd..40aba1cc004 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -818,6 +818,12 @@ void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, outalpha = outcol.a; } +void valtorgb_nearest(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha) +{ + outcol = texelFetch(colormap, ivec2(fac * textureSize(colormap, 0).x, layer), 0); + outalpha = outcol.a; +} + void rgbtobw(vec4 color, out float outval) { vec3 factors = vec3(0.2126, 0.7152, 0.0722); diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c index 00940b5acaf..5f583e1e29b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c +++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c @@ -65,12 +65,19 @@ static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node) static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { + struct ColorBand *coba = node->storage; float *array, layer; int size; - BKE_colorband_evaluate_table_rgba(node->storage, &array, &size); + BKE_colorband_evaluate_table_rgba(coba, &array, &size); GPUNodeLink *tex = GPU_texture_ramp(mat, size, array, &layer); - return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer)); + + if (coba->ipotype == COLBAND_INTERP_CONSTANT) { + return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_uniform(&layer)); + } + else { + return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer)); + } } void register_node_type_sh_valtorgb(void) -- cgit v1.2.3