/* * 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" #include "NOD_math_functions.hh" /* **************** SCALAR MATH ******************** */ static bNodeSocketTemplate sh_node_math_in[] = { {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {SOCK_FLOAT, N_("Value"), 0.0f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {-1, ""}}; static bNodeSocketTemplate sh_node_math_out[] = {{SOCK_FLOAT, N_("Value")}, {-1, ""}}; static const char *gpu_shader_get_name(int mode) { const blender::nodes::FloatMathOperationInfo *info = blender::nodes::get_float_math_operation_info(mode); if (!info) { return nullptr; } if (info->shader_name.is_empty()) { return nullptr; } return info->shader_name.c_str(); } static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { const char *name = gpu_shader_get_name(node->custom1); if (name != nullptr) { int ret = GPU_stack_link(mat, node, name, in, out); if (ret && node->custom2 & SHD_MATH_CLAMP) { float min[3] = {0.0f, 0.0f, 0.0f}; float max[3] = {1.0f, 1.0f, 1.0f}; GPU_link( mat, "clamp_value", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link); } return ret; } return 0; } static const blender::fn::MultiFunction &get_base_multi_function( blender::nodes::NodeMFNetworkBuilder &builder) { const int mode = builder.bnode().custom1; const blender::fn::MultiFunction *base_fn = nullptr; blender::nodes::try_dispatch_float_math_fl_to_fl( mode, [&](auto function, const blender::nodes::FloatMathOperationInfo &info) { static blender::fn::CustomMF_SI_SO fn{info.title_case_name, function}; base_fn = &fn; }); if (base_fn != nullptr) { return *base_fn; } blender::nodes::try_dispatch_float_math_fl_fl_to_fl( mode, [&](auto function, const blender::nodes::FloatMathOperationInfo &info) { static blender::fn::CustomMF_SI_SI_SO fn{info.title_case_name, function}; base_fn = &fn; }); if (base_fn != nullptr) { return *base_fn; } blender::nodes::try_dispatch_float_math_fl_fl_fl_to_fl( mode, [&](auto function, const blender::nodes::FloatMathOperationInfo &info) { static blender::fn::CustomMF_SI_SI_SI_SO fn{ info.title_case_name, function}; base_fn = &fn; }); if (base_fn != nullptr) { return *base_fn; } return builder.get_not_implemented_fn(); } static void sh_node_math_expand_in_mf_network(blender::nodes::NodeMFNetworkBuilder &builder) { const blender::fn::MultiFunction &base_function = get_base_multi_function(builder); const blender::nodes::DNode &dnode = builder.dnode(); blender::fn::MFNetwork &network = builder.network(); blender::fn::MFFunctionNode &base_node = network.add_function(base_function); builder.network_map().add_try_match(*dnode.context(), dnode->inputs(), base_node.inputs()); const bool clamp_output = builder.bnode().custom2 != 0; if (clamp_output) { static blender::fn::CustomMF_SI_SO clamp_fn{"Clamp", [](float value) { CLAMP(value, 0.0f, 1.0f); return value; }}; blender::fn::MFFunctionNode &clamp_node = network.add_function(clamp_fn); network.add_link(base_node.output(0), clamp_node.input(0)); builder.network_map().add(blender::nodes::DOutputSocket(dnode.context(), &dnode->output(0)), clamp_node.output(0)); } else { builder.network_map().add(blender::nodes::DOutputSocket(dnode.context(), &dnode->output(0)), base_node.output(0)); } } void register_node_type_sh_math(void) { static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0); node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out); node_type_label(&ntype, node_math_label); node_type_gpu(&ntype, gpu_shader_math); node_type_update(&ntype, node_math_update); ntype.expand_in_mf_network = sh_node_math_expand_in_mf_network; nodeRegisterType(&ntype); }