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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2006 Blender Foundation. All rights reserved. */
/** \file
* \ingroup cmpnodes
*/
#include "COM_algorithm_parallel_reduction.hh"
#include "COM_node_operation.hh"
#include "COM_utilities.hh"
#include "node_composite_util.hh"
/* **************** NORMALIZE single channel, useful for Z buffer ******************** */
namespace blender::nodes::node_composite_normalize_cc {
static void cmp_node_normalize_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Value"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.compositor_domain_priority(0);
b.add_output<decl::Float>(N_("Value"));
}
using namespace blender::realtime_compositor;
class NormalizeOperation : public NodeOperation {
private:
/* The normalize operation is specifically designed to normalize Z Depth information. But since Z
* Depth can contain near infinite values, normalization is limited to [-range_, range], meaning
* that values outside of that range will be ignored when computing the maximum and minimum for
* normalization and will eventually be 0 or 1 if they are less than or larger than the range
* respectively. */
constexpr static float range_ = 10000.0f;
public:
using NodeOperation::NodeOperation;
void execute() override
{
Result &input_image = get_input("Value");
Result &output_image = get_result("Value");
if (input_image.is_single_value()) {
input_image.pass_through(output_image);
return;
}
const float maximum = maximum_float_in_range(
context(), input_image.texture(), -range_, range_);
const float minimum = minimum_float_in_range(
context(), input_image.texture(), -range_, range_);
const float scale = (maximum != minimum) ? (1.0f / (maximum - minimum)) : 0.0f;
GPUShader *shader = shader_manager().get("compositor_normalize");
GPU_shader_bind(shader);
GPU_shader_uniform_1f(shader, "minimum", minimum);
GPU_shader_uniform_1f(shader, "scale", scale);
input_image.bind_as_texture(shader, "input_tx");
const Domain domain = compute_domain();
output_image.allocate_texture(domain);
output_image.bind_as_image(shader, "output_img");
compute_dispatch_threads_at_least(shader, domain.size);
GPU_shader_unbind();
output_image.unbind_as_image();
input_image.unbind_as_texture();
}
};
static NodeOperation *get_compositor_operation(Context &context, DNode node)
{
return new NormalizeOperation(context, node);
}
} // namespace blender::nodes::node_composite_normalize_cc
void register_node_type_cmp_normalize()
{
namespace file_ns = blender::nodes::node_composite_normalize_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_NORMALIZE, "Normalize", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::cmp_node_normalize_declare;
ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
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