/* * 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 ******************** */ namespace blender::nodes { static void sh_node_math_declare(NodeDeclarationBuilder &b) { b.is_function_node(); b.add_input(N_("Value")).default_value(0.5f).min(-10000.0f).max(10000.0f); b.add_input(N_("Value"), "Value_001") .default_value(0.5f) .min(-10000.0f) .max(10000.0f); b.add_input(N_("Value"), "Value_002") .default_value(0.5f) .min(-10000.0f) .max(10000.0f); b.add_output(N_("Value")); }; } // namespace blender::nodes 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(bNode &node) { const int mode = node.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 nullptr; } class ClampWrapperFunction : public blender::fn::MultiFunction { private: const blender::fn::MultiFunction &fn_; public: ClampWrapperFunction(const blender::fn::MultiFunction &fn) : fn_(fn) { this->set_signature(&fn.signature()); } void call(blender::IndexMask mask, blender::fn::MFParams params, blender::fn::MFContext context) const override { fn_.call(mask, params, context); /* Assumes the output parameter is the last one. */ const int output_param_index = this->param_amount() - 1; /* This has actually been initialized in the call above. */ blender::MutableSpan results = params.uninitialized_single_output( output_param_index); for (const int i : mask) { float &value = results[i]; CLAMP(value, 0.0f, 1.0f); } } }; static void sh_node_math_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder) { const blender::fn::MultiFunction *base_function = get_base_multi_function(builder.node()); const bool clamp_output = builder.node().custom2 != 0; if (clamp_output) { builder.construct_and_set_matching_fn(*base_function); } else { builder.set_matching_fn(base_function); } } void register_node_type_sh_math(void) { static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTER, 0); ntype.declare = blender::nodes::sh_node_math_declare; node_type_label(&ntype, node_math_label); node_type_gpu(&ntype, gpu_shader_math); node_type_update(&ntype, node_math_update); ntype.build_multi_function = sh_node_math_build_multi_function; nodeRegisterType(&ntype); }