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/*
* 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"
namespace blender::nodes {
static void sh_node_clamp_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>("Value").min(0.0f).max(1.0f).default_value(1.0f);
b.add_input<decl::Float>("Min").default_value(0.0f).min(-10000.0f).max(10000.0f);
b.add_input<decl::Float>("Max").default_value(1.0f).min(-10000.0f).max(10000.0f);
b.add_output<decl::Float>("Result");
};
} // namespace blender::nodes
static void node_shader_init_clamp(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = NODE_CLAMP_MINMAX; /* clamp type */
}
static int gpu_shader_clamp(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(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(blender::nodes::NodeMultiFunctionBuilder &builder)
{
static blender::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 blender::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);
}
}
void register_node_type_sh_clamp(void)
{
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_CLAMP, "Clamp", NODE_CLASS_CONVERTER, 0);
ntype.declare = blender::nodes::sh_node_clamp_declare;
node_type_init(&ntype, node_shader_init_clamp);
node_type_gpu(&ntype, gpu_shader_clamp);
ntype.build_multi_function = sh_node_clamp_build_multi_function;
nodeRegisterType(&ntype);
}
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