/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2006 Blender Foundation. All rights reserved. */ /** \file * \ingroup cmpnodes */ #include "UI_interface.h" #include "UI_resources.h" #include "GPU_material.h" #include "COM_shader_node.hh" #include "node_composite_util.hh" /* ******************* Color Matte ********************************************************** */ namespace blender::nodes::node_composite_color_matte_cc { NODE_STORAGE_FUNCS(NodeChroma) static void cmp_node_color_matte_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Image")) .default_value({1.0f, 1.0f, 1.0f, 1.0f}) .compositor_domain_priority(0); b.add_input(N_("Key Color")) .default_value({1.0f, 1.0f, 1.0f, 1.0f}) .compositor_domain_priority(1); b.add_output(N_("Image")); b.add_output(N_("Matte")); } static void node_composit_init_color_matte(bNodeTree * /*ntree*/, bNode *node) { NodeChroma *c = MEM_cnew(__func__); node->storage = c; c->t1 = 0.01f; c->t2 = 0.1f; c->t3 = 0.1f; c->fsize = 0.0f; c->fstrength = 1.0f; } static void node_composit_buts_color_matte(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiLayout *col; col = uiLayoutColumn(layout, true); uiItemR( col, ptr, "color_hue", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE); uiItemR(col, ptr, "color_saturation", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE); uiItemR( col, ptr, "color_value", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE); } using namespace blender::realtime_compositor; class ColorMatteShaderNode : public ShaderNode { public: using ShaderNode::ShaderNode; void compile(GPUMaterial *material) override { GPUNodeStack *inputs = get_inputs_array(); GPUNodeStack *outputs = get_outputs_array(); const float hue_epsilon = get_hue_epsilon(); const float saturation_epsilon = get_saturation_epsilon(); const float value_epsilon = get_value_epsilon(); GPU_stack_link(material, &bnode(), "node_composite_color_matte", inputs, outputs, GPU_uniform(&hue_epsilon), GPU_uniform(&saturation_epsilon), GPU_uniform(&value_epsilon)); } float get_hue_epsilon() { /* Divide by 2 because the hue wraps around. */ return node_storage(bnode()).t1 / 2.0f; } float get_saturation_epsilon() { return node_storage(bnode()).t2; } float get_value_epsilon() { return node_storage(bnode()).t3; } }; static ShaderNode *get_compositor_shader_node(DNode node) { return new ColorMatteShaderNode(node); } } // namespace blender::nodes::node_composite_color_matte_cc void register_node_type_cmp_color_matte() { namespace file_ns = blender::nodes::node_composite_color_matte_cc; static bNodeType ntype; cmp_node_type_base(&ntype, CMP_NODE_COLOR_MATTE, "Color Key", NODE_CLASS_MATTE); ntype.declare = file_ns::cmp_node_color_matte_declare; ntype.draw_buttons = file_ns::node_composit_buts_color_matte; ntype.flag |= NODE_PREVIEW; node_type_init(&ntype, file_ns::node_composit_init_color_matte); node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage); ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node; nodeRegisterType(&ntype); }