/* * 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 "node_shader_util.h" namespace blender::nodes { static void sh_node_clamp_declare(NodeDeclarationBuilder &b) { b.is_function_node(); b.add_input(N_("Value")).min(0.0f).max(1.0f).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")); }; } // namespace blender::nodes static void node_shader_init_clamp(bNodeTree *UNUSED(ntree), bNode *node) { node->custom1 = NODE_CLAMP_MINMAX; /* clamp type */ } static int gpu_shader_clamp(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(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(blender::nodes::NodeMultiFunctionBuilder &builder) { static blender::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 blender::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); } } void register_node_type_sh_clamp(void) { static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_CLAMP, "Clamp", NODE_CLASS_CONVERTER, 0); ntype.declare = blender::nodes::sh_node_clamp_declare; node_type_init(&ntype, node_shader_init_clamp); node_type_gpu(&ntype, gpu_shader_clamp); ntype.build_multi_function = sh_node_clamp_build_multi_function; nodeRegisterType(&ntype); }