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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation. All rights reserved. */
/** \file
* \ingroup cmpnodes
*/
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "GPU_material.h"
#include "COM_shader_node.hh"
#include "node_composite_util.hh"
/* ******************* Color Spill Suppression ********************************* */
namespace blender::nodes::node_composite_color_spill_cc {
static void cmp_node_color_spill_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Image"))
.default_value({1.0f, 1.0f, 1.0f, 1.0f})
.compositor_domain_priority(0);
b.add_input<decl::Float>(N_("Fac"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR)
.compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
static void node_composit_init_color_spill(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeColorspill *ncs = MEM_cnew<NodeColorspill>(__func__);
node->storage = ncs;
node->custom2 = CMP_NODE_COLOR_SPILL_LIMIT_ALGORITHM_SINGLE;
node->custom1 = 2; /* green channel */
ncs->limchan = 0; /* limit by red */
ncs->limscale = 1.0f; /* limit scaling factor */
ncs->unspill = 0; /* do not use unspill */
}
static void node_composit_buts_color_spill(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row, *col;
uiItemL(layout, IFACE_("Despill Channel:"), ICON_NONE);
row = uiLayoutRow(layout, false);
uiItemR(row, ptr, "channel", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
col = uiLayoutColumn(layout, false);
uiItemR(col, ptr, "limit_method", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
if (RNA_enum_get(ptr, "limit_method") == 0) {
uiItemL(col, IFACE_("Limiting Channel:"), ICON_NONE);
row = uiLayoutRow(col, false);
uiItemR(row,
ptr,
"limit_channel",
UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND,
nullptr,
ICON_NONE);
}
uiItemR(col, ptr, "ratio", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
uiItemR(col, ptr, "use_unspill", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
if (RNA_boolean_get(ptr, "use_unspill") == true) {
uiItemR(col,
ptr,
"unspill_red",
UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER,
nullptr,
ICON_NONE);
uiItemR(col,
ptr,
"unspill_green",
UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER,
nullptr,
ICON_NONE);
uiItemR(col,
ptr,
"unspill_blue",
UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER,
nullptr,
ICON_NONE);
}
}
using namespace blender::realtime_compositor;
class ColorSpillShaderNode : public ShaderNode {
public:
using ShaderNode::ShaderNode;
void compile(GPUMaterial *material) override
{
GPUNodeStack *inputs = get_inputs_array();
GPUNodeStack *outputs = get_outputs_array();
const float spill_channel = get_spill_channel();
float spill_scale[3];
get_spill_scale(spill_scale);
float limit_channels[2];
get_limit_channels(limit_channels);
const float limit_scale = get_limit_scale();
GPU_stack_link(material,
&bnode(),
"node_composite_color_spill",
inputs,
outputs,
GPU_constant(&spill_channel),
GPU_uniform(spill_scale),
GPU_constant(limit_channels),
GPU_uniform(&limit_scale));
}
/* Get the index of the channel used for spilling. */
int get_spill_channel()
{
return bnode().custom1 - 1;
}
CMPNodeColorSpillLimitAlgorithm get_limit_algorithm()
{
return (CMPNodeColorSpillLimitAlgorithm)bnode().custom2;
}
NodeColorspill *get_node_color_spill()
{
return static_cast<NodeColorspill *>(bnode().storage);
}
void get_spill_scale(float spill_scale[3])
{
const NodeColorspill *node_color_spill = get_node_color_spill();
if (node_color_spill->unspill) {
spill_scale[0] = node_color_spill->uspillr;
spill_scale[1] = node_color_spill->uspillg;
spill_scale[2] = node_color_spill->uspillb;
spill_scale[get_spill_channel()] *= -1.0f;
}
else {
spill_scale[0] = 0.0f;
spill_scale[1] = 0.0f;
spill_scale[2] = 0.0f;
spill_scale[get_spill_channel()] = -1.0f;
}
}
/* Get the index of the channel used for limiting. */
int get_limit_channel()
{
return get_node_color_spill()->limchan;
}
/* Get the indices of the channels used to compute the limit value. We always assume the limit
* algorithm is Average, if it is a single limit channel, store it in both limit channels,
* because the average of two identical values is the same value. */
void get_limit_channels(float limit_channels[2])
{
if (get_limit_algorithm() == CMP_NODE_COLOR_SPILL_LIMIT_ALGORITHM_AVERAGE) {
/* If the algorithm is Average, store the indices of the other two channels other than the
* spill channel. */
limit_channels[0] = (get_spill_channel() + 1) % 3;
limit_channels[1] = (get_spill_channel() + 2) % 3;
}
else {
/* If the algorithm is Single, store the index of the limit channel in both channels. */
limit_channels[0] = get_limit_channel();
limit_channels[1] = get_limit_channel();
}
}
float get_limit_scale()
{
return get_node_color_spill()->limscale;
}
};
static ShaderNode *get_compositor_shader_node(DNode node)
{
return new ColorSpillShaderNode(node);
}
} // namespace blender::nodes::node_composite_color_spill_cc
void register_node_type_cmp_color_spill()
{
namespace file_ns = blender::nodes::node_composite_color_spill_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COLOR_SPILL, "Color Spill", NODE_CLASS_MATTE);
ntype.declare = file_ns::cmp_node_color_spill_declare;
ntype.draw_buttons = file_ns::node_composit_buts_color_spill;
node_type_init(&ntype, file_ns::node_composit_init_color_spill);
node_type_storage(
&ntype, "NodeColorspill", node_free_standard_storage, node_copy_standard_storage);
ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
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