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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 blender/nodes/shader/nodes/node_shader_valToRgb.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
#include "IMB_colormanagement.h"
/* **************** VALTORGB ******************** */
static bNodeSocketTemplate sh_node_valtorgb_in[] = {
{ SOCK_FLOAT, 1, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_valtorgb_out[] = {
{ SOCK_RGBA, 0, N_("Color")},
{ SOCK_FLOAT, 0, N_("Alpha")},
{ -1, 0, "" }
};
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(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 = node->storage;
float *array, layer;
int size;
/* Common / easy case optimisation. */
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));
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));
}
else {
return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_constant(&layer));
}
}
void register_node_type_sh_valtorgb(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTOR, 0);
node_type_socket_templates(&ntype, sh_node_valtorgb_in, sh_node_valtorgb_out);
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, NULL, NULL, node_shader_exec_valtorgb);
node_type_gpu(&ntype, gpu_shader_valtorgb);
nodeRegisterType(&ntype);
}
/* **************** RGBTOBW ******************** */
static bNodeSocketTemplate sh_node_rgbtobw_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_rgbtobw_out[] = {
{ SOCK_FLOAT, 0, N_("Val"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
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(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTOR, 0);
node_type_socket_templates(&ntype, sh_node_rgbtobw_in, sh_node_rgbtobw_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_rgbtobw);
node_type_gpu(&ntype, gpu_shader_rgbtobw);
nodeRegisterType(&ntype);
}
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