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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.hh"
#include "UI_interface.h"
#include "UI_resources.h"
namespace blender::nodes::node_shader_clamp_cc {
static void sh_node_clamp_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>(N_("Value")).default_value(1.0f);
b.add_input<decl::Float>(N_("Min")).default_value(0.0f).min(-10000.0f).max(10000.0f);
b.add_input<decl::Float>(N_("Max")).default_value(1.0f).min(-10000.0f).max(10000.0f);
b.add_output<decl::Float>(N_("Result"));
}
static void node_shader_buts_clamp(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "clamp_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
static void node_shader_init_clamp(bNodeTree * /*ntree*/, bNode *node)
{
node->custom1 = NODE_CLAMP_MINMAX; /* clamp type */
}
static int gpu_shader_clamp(GPUMaterial *mat,
bNode *node,
bNodeExecData * /*execdata*/,
GPUNodeStack *in,
GPUNodeStack *out)
{
return (node->custom1 == NODE_CLAMP_MINMAX) ?
GPU_stack_link(mat, node, "clamp_minmax", in, out) :
GPU_stack_link(mat, node, "clamp_range", in, out);
}
static void sh_node_clamp_build_multi_function(NodeMultiFunctionBuilder &builder)
{
static fn::CustomMF_SI_SI_SI_SO<float, float, float, float> minmax_fn{
"Clamp (Min Max)",
[](float value, float min, float max) { return std::min(std::max(value, min), max); }};
static fn::CustomMF_SI_SI_SI_SO<float, float, float, float> range_fn{
"Clamp (Range)", [](float value, float a, float b) {
if (a < b) {
return clamp_f(value, a, b);
}
return clamp_f(value, b, a);
}};
int clamp_type = builder.node().custom1;
if (clamp_type == NODE_CLAMP_MINMAX) {
builder.set_matching_fn(minmax_fn);
}
else {
builder.set_matching_fn(range_fn);
}
}
} // namespace blender::nodes::node_shader_clamp_cc
void register_node_type_sh_clamp()
{
namespace file_ns = blender::nodes::node_shader_clamp_cc;
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_CLAMP, "Clamp", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::sh_node_clamp_declare;
ntype.draw_buttons = file_ns::node_shader_buts_clamp;
node_type_init(&ntype, file_ns::node_shader_init_clamp);
node_type_gpu(&ntype, file_ns::gpu_shader_clamp);
ntype.build_multi_function = file_ns::sh_node_clamp_build_multi_function;
nodeRegisterType(&ntype);
}
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