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blender-archive/source/blender/nodes/shader/nodes/node_shader_mix_rgb.cc

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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.hh"
namespace blender::nodes::node_shader_mix_rgb_cc {
static void sh_node_mix_rgb_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
b.add_input<decl::Color>(N_("Color1")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
b.add_input<decl::Color>(N_("Color2")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
b.add_output<decl::Color>(N_("Color"));
}
static const char *gpu_shader_get_name(int mode)
{
switch (mode) {
case MA_RAMP_BLEND:
return "mix_blend";
case MA_RAMP_ADD:
return "mix_add";
case MA_RAMP_MULT:
return "mix_mult";
case MA_RAMP_SUB:
return "mix_sub";
case MA_RAMP_SCREEN:
return "mix_screen";
case MA_RAMP_DIV:
return "mix_div";
case MA_RAMP_DIFF:
return "mix_diff";
case MA_RAMP_DARK:
return "mix_dark";
case MA_RAMP_LIGHT:
return "mix_light";
case MA_RAMP_OVERLAY:
return "mix_overlay";
case MA_RAMP_DODGE:
return "mix_dodge";
case MA_RAMP_BURN:
return "mix_burn";
case MA_RAMP_HUE:
return "mix_hue";
case MA_RAMP_SAT:
return "mix_sat";
case MA_RAMP_VAL:
return "mix_val";
case MA_RAMP_COLOR:
return "mix_color";
case MA_RAMP_SOFT:
return "mix_soft";
case MA_RAMP_LINEAR:
return "mix_linear";
}
return nullptr;
}
static int gpu_shader_mix_rgb(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
const char *name = gpu_shader_get_name(node->custom1);
if (name != nullptr) {
int ret = GPU_stack_link(mat, node, name, in, out);
if (ret && node->custom2 & SHD_MIXRGB_CLAMP) {
const float min[3] = {0.0f, 0.0f, 0.0f};
const float max[3] = {1.0f, 1.0f, 1.0f};
GPU_link(
mat, "clamp_color", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link);
}
return ret;
}
return 0;
}
class MixRGBFunction : public blender::fn::MultiFunction {
private:
bool clamp_;
int type_;
public:
MixRGBFunction(bool clamp, int type) : clamp_(clamp), type_(type)
{
static blender::fn::MFSignature signature = create_signature();
this->set_signature(&signature);
}
static blender::fn::MFSignature create_signature()
{
blender::fn::MFSignatureBuilder signature{"MixRGB"};
signature.single_input<float>("Fac");
signature.single_input<blender::ColorGeometry4f>("Color1");
signature.single_input<blender::ColorGeometry4f>("Color2");
signature.single_output<blender::ColorGeometry4f>("Color");
return signature.build();
}
void call(blender::IndexMask mask,
blender::fn::MFParams params,
blender::fn::MFContext UNUSED(context)) const override
{
const blender::VArray<float> &fac = params.readonly_single_input<float>(0, "Fac");
const blender::VArray<blender::ColorGeometry4f> &col1 =
params.readonly_single_input<blender::ColorGeometry4f>(1, "Color1");
const blender::VArray<blender::ColorGeometry4f> &col2 =
params.readonly_single_input<blender::ColorGeometry4f>(2, "Color2");
blender::MutableSpan<blender::ColorGeometry4f> results =
params.uninitialized_single_output<blender::ColorGeometry4f>(3, "Color");
for (int64_t i : mask) {
results[i] = col1[i];
ramp_blend(type_, results[i], clamp_f(fac[i], 0.0f, 1.0f), col2[i]);
}
if (clamp_) {
for (int64_t i : mask) {
clamp_v3(results[i], 0.0f, 1.0f);
}
}
}
};
static void sh_node_mix_rgb_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
{
bNode &node = builder.node();
bool clamp = node.custom2 & SHD_MIXRGB_CLAMP;
int mix_type = node.custom1;
builder.construct_and_set_matching_fn<MixRGBFunction>(clamp, mix_type);
}
} // namespace blender::nodes::node_shader_mix_rgb_cc
void register_node_type_sh_mix_rgb()
{
namespace file_ns = blender::nodes::node_shader_mix_rgb_cc;
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_MIX_RGB, "Mix", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::sh_node_mix_rgb_declare;
ntype.labelfunc = node_blend_label;
node_type_gpu(&ntype, file_ns::gpu_shader_mix_rgb);
ntype.build_multi_function = file_ns::sh_node_mix_rgb_build_multi_function;
nodeRegisterType(&ntype);
}