/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ /** \file * \ingroup shdnodes */ #include "node_shader_util.hh" #include "UI_interface.h" #include "UI_resources.h" namespace blender::nodes::node_shader_clamp_cc { static void sh_node_clamp_declare(NodeDeclarationBuilder &b) { b.is_function_node(); b.add_input(N_("Value")).default_value(1.0f); b.add_input(N_("Min")).default_value(0.0f).min(-10000.0f).max(10000.0f); b.add_input(N_("Max")).default_value(1.0f).min(-10000.0f).max(10000.0f); b.add_output(N_("Result")); } static void node_shader_buts_clamp(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiItemR(layout, ptr, "clamp_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE); } static void node_shader_init_clamp(bNodeTree * /*ntree*/, bNode *node) { node->custom1 = NODE_CLAMP_MINMAX; /* clamp type */ } static int gpu_shader_clamp(GPUMaterial *mat, bNode *node, bNodeExecData * /*execdata*/, GPUNodeStack *in, GPUNodeStack *out) { return (node->custom1 == NODE_CLAMP_MINMAX) ? GPU_stack_link(mat, node, "clamp_minmax", in, out) : GPU_stack_link(mat, node, "clamp_range", in, out); } static void sh_node_clamp_build_multi_function(NodeMultiFunctionBuilder &builder) { static fn::CustomMF_SI_SI_SI_SO minmax_fn{ "Clamp (Min Max)", [](float value, float min, float max) { return std::min(std::max(value, min), max); }}; static fn::CustomMF_SI_SI_SI_SO range_fn{ "Clamp (Range)", [](float value, float a, float b) { if (a < b) { return clamp_f(value, a, b); } return clamp_f(value, b, a); }}; int clamp_type = builder.node().custom1; if (clamp_type == NODE_CLAMP_MINMAX) { builder.set_matching_fn(minmax_fn); } else { builder.set_matching_fn(range_fn); } } } // namespace blender::nodes::node_shader_clamp_cc void register_node_type_sh_clamp() { namespace file_ns = blender::nodes::node_shader_clamp_cc; static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_CLAMP, "Clamp", NODE_CLASS_CONVERTER); ntype.declare = file_ns::sh_node_clamp_declare; ntype.draw_buttons = file_ns::node_shader_buts_clamp; node_type_init(&ntype, file_ns::node_shader_init_clamp); node_type_gpu(&ntype, file_ns::gpu_shader_clamp); ntype.build_multi_function = file_ns::sh_node_clamp_build_multi_function; nodeRegisterType(&ntype); }