/* * 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 "IMB_colormanagement.h" #include "DNA_texture_types.h" #include "BLI_color.hh" #include "node_shader_util.h" namespace blender::nodes { static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b) { b.is_function_node(); b.add_input(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR); b.add_output(N_("Color")); b.add_output(N_("Alpha")); }; } // namespace blender::nodes static void node_shader_exec_valtorgb(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { /* stack order in: fac */ /* stack order out: col, alpha */ if (node->storage) { float fac; nodestack_get_vec(&fac, SOCK_FLOAT, in[0]); BKE_colorband_evaluate((ColorBand *)node->storage, fac, out[0]->vec); out[1]->vec[0] = out[0]->vec[3]; } } static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node) { node->storage = BKE_colorband_add(true); } static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { struct ColorBand *coba = (ColorBand *)node->storage; float *array, layer; int size; /* Common / easy case optimization. */ if ((coba->tot <= 2) && (coba->color_mode == COLBAND_BLEND_RGB)) { float mul_bias[2]; switch (coba->ipotype) { case COLBAND_INTERP_LINEAR: mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos); mul_bias[1] = -mul_bias[0] * coba->data[0].pos; return GPU_stack_link(mat, node, "valtorgb_opti_linear", in, out, GPU_uniform(mul_bias), GPU_uniform(&coba->data[0].r), GPU_uniform(&coba->data[1].r)); case COLBAND_INTERP_CONSTANT: mul_bias[1] = max_ff(coba->data[0].pos, coba->data[1].pos); return GPU_stack_link(mat, node, "valtorgb_opti_constant", in, out, GPU_uniform(&mul_bias[1]), GPU_uniform(&coba->data[0].r), GPU_uniform(&coba->data[1].r)); case COLBAND_INTERP_EASE: mul_bias[0] = 1.0f / (coba->data[1].pos - coba->data[0].pos); mul_bias[1] = -mul_bias[0] * coba->data[0].pos; return GPU_stack_link(mat, node, "valtorgb_opti_ease", in, out, GPU_uniform(mul_bias), GPU_uniform(&coba->data[0].r), GPU_uniform(&coba->data[1].r)); default: break; } } BKE_colorband_evaluate_table_rgba(coba, &array, &size); GPUNodeLink *tex = GPU_color_band(mat, size, array, &layer); if (coba->ipotype == COLBAND_INTERP_CONSTANT) { return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_constant(&layer)); } return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer)); } class ColorBandFunction : public blender::fn::MultiFunction { private: const ColorBand &color_band_; public: ColorBandFunction(const ColorBand &color_band) : color_band_(color_band) { static blender::fn::MFSignature signature = create_signature(); this->set_signature(&signature); } static blender::fn::MFSignature create_signature() { blender::fn::MFSignatureBuilder signature{"Color Band"}; signature.single_input("Value"); signature.single_output("Color"); signature.single_output("Alpha"); return signature.build(); } void call(blender::IndexMask mask, blender::fn::MFParams params, blender::fn::MFContext UNUSED(context)) const override { const blender::VArray &values = params.readonly_single_input(0, "Value"); blender::MutableSpan colors = params.uninitialized_single_output(1, "Color"); blender::MutableSpan alphas = params.uninitialized_single_output(2, "Alpha"); for (int64_t i : mask) { blender::ColorGeometry4f color; BKE_colorband_evaluate(&color_band_, values[i], color); colors[i] = color; alphas[i] = color.a; } } }; static void sh_node_valtorgb_build_multi_function( blender::nodes::NodeMultiFunctionBuilder &builder) { bNode &bnode = builder.node(); const ColorBand *color_band = (const ColorBand *)bnode.storage; builder.construct_and_set_matching_fn(*color_band); } void register_node_type_sh_valtorgb() { static bNodeType ntype; sh_fn_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTER, 0); ntype.declare = blender::nodes::sh_node_valtorgb_declare; node_type_init(&ntype, node_shader_init_valtorgb); node_type_size_preset(&ntype, NODE_SIZE_LARGE); node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage); node_type_exec(&ntype, nullptr, nullptr, node_shader_exec_valtorgb); node_type_gpu(&ntype, gpu_shader_valtorgb); ntype.build_multi_function = sh_node_valtorgb_build_multi_function; nodeRegisterType(&ntype); } namespace blender::nodes { static void sh_node_rgbtobw_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Color")).default_value({0.5f, 0.5f, 0.5f, 1.0f}); b.add_output(N_("Val")); }; } // namespace blender::nodes static void node_shader_exec_rgbtobw(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { /* Stack order out: BW. */ /* Stack order in: COL. */ float col[3]; nodestack_get_vec(col, SOCK_VECTOR, in[0]); out[0]->vec[0] = IMB_colormanagement_get_luminance(col); } static int gpu_shader_rgbtobw(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, node, "rgbtobw", in, out); } void register_node_type_sh_rgbtobw() { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTER, 0); ntype.declare = blender::nodes::sh_node_rgbtobw_declare; node_type_exec(&ntype, nullptr, nullptr, node_shader_exec_rgbtobw); node_type_gpu(&ntype, gpu_shader_rgbtobw); nodeRegisterType(&ntype); }