322 lines
12 KiB
C++
322 lines
12 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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#include "BLI_math_base_safe.h"
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/* **************** Map Range ******************** */
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static bNodeSocketTemplate sh_node_map_range_in[] = {
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{SOCK_FLOAT, N_("Value"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, PROP_NONE},
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{SOCK_FLOAT, N_("From Min"), 0.0f, 1.0f, 1.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_FLOAT, N_("From Max"), 1.0f, 1.0f, 1.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_FLOAT, N_("To Min"), 0.0f, 1.0f, 1.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_FLOAT, N_("To Max"), 1.0f, 1.0f, 1.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{SOCK_FLOAT, N_("Steps"), 4.0f, 1.0f, 1.0f, 1.0f, 0.0f, 10000.0f, PROP_NONE},
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{-1, ""},
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};
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static bNodeSocketTemplate sh_node_map_range_out[] = {
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{SOCK_FLOAT, N_("Result")},
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{-1, ""},
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};
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static void node_shader_update_map_range(bNodeTree *UNUSED(ntree), bNode *node)
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{
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bNodeSocket *sockSteps = nodeFindSocket(node, SOCK_IN, "Steps");
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nodeSetSocketAvailability(sockSteps, node->custom2 == NODE_MAP_RANGE_STEPPED);
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}
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static void node_shader_init_map_range(bNodeTree *UNUSED(ntree), bNode *node)
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{
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node->custom1 = true; /* use_clamp */
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node->custom2 = NODE_MAP_RANGE_LINEAR; /* interpolation */
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}
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static const char *gpu_shader_get_name(int mode)
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{
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switch (mode) {
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case NODE_MAP_RANGE_LINEAR:
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return "map_range_linear";
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case NODE_MAP_RANGE_STEPPED:
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return "map_range_stepped";
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case NODE_MAP_RANGE_SMOOTHSTEP:
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return "map_range_smoothstep";
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case NODE_MAP_RANGE_SMOOTHERSTEP:
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return "map_range_smootherstep";
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}
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return nullptr;
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}
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static int gpu_shader_map_range(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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const char *name = gpu_shader_get_name(node->custom2);
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int ret = 0;
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if (name != nullptr) {
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ret = GPU_stack_link(mat, node, name, in, out);
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}
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else {
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ret = GPU_stack_link(mat, node, "map_range_linear", in, out);
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}
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if (ret && node->custom1 &&
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!ELEM(node->custom2, NODE_MAP_RANGE_SMOOTHSTEP, NODE_MAP_RANGE_SMOOTHERSTEP)) {
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GPU_link(mat, "clamp_range", out[0].link, in[3].link, in[4].link, &out[0].link);
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}
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return ret;
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}
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static void map_range_signature(blender::fn::MFSignatureBuilder *signature, bool use_steps)
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{
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signature->single_input<float>("Value");
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signature->single_input<float>("From Min");
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signature->single_input<float>("From Max");
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signature->single_input<float>("To Min");
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signature->single_input<float>("To Max");
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if (use_steps) {
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signature->single_input<float>("Steps");
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}
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signature->single_output<float>("Result");
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}
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class MapRangeFunction : public blender::fn::MultiFunction {
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private:
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bool clamp_;
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public:
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MapRangeFunction(bool clamp) : clamp_(clamp)
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Map Range"};
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map_range_signature(&signature, false);
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
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const blender::VArray<float> &from_min = params.readonly_single_input<float>(1, "From Min");
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const blender::VArray<float> &from_max = params.readonly_single_input<float>(2, "From Max");
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const blender::VArray<float> &to_min = params.readonly_single_input<float>(3, "To Min");
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const blender::VArray<float> &to_max = params.readonly_single_input<float>(4, "To Max");
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blender::MutableSpan<float> results = params.uninitialized_single_output<float>(5, "Result");
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for (int64_t i : mask) {
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float factor = safe_divide(values[i] - from_min[i], from_max[i] - from_min[i]);
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results[i] = to_min[i] + factor * (to_max[i] - to_min[i]);
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}
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if (clamp_) {
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for (int64_t i : mask) {
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results[i] = (to_min[i] > to_max[i]) ? clamp_f(results[i], to_max[i], to_min[i]) :
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clamp_f(results[i], to_min[i], to_max[i]);
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}
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}
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}
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};
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class MapRangeSteppedFunction : public blender::fn::MultiFunction {
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private:
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bool clamp_;
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public:
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MapRangeSteppedFunction(bool clamp) : clamp_(clamp)
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Map Range Stepped"};
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map_range_signature(&signature, true);
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
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const blender::VArray<float> &from_min = params.readonly_single_input<float>(1, "From Min");
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const blender::VArray<float> &from_max = params.readonly_single_input<float>(2, "From Max");
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const blender::VArray<float> &to_min = params.readonly_single_input<float>(3, "To Min");
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const blender::VArray<float> &to_max = params.readonly_single_input<float>(4, "To Max");
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const blender::VArray<float> &steps = params.readonly_single_input<float>(5, "Steps");
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blender::MutableSpan<float> results = params.uninitialized_single_output<float>(6, "Result");
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for (int64_t i : mask) {
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float factor = safe_divide(values[i] - from_min[i], from_max[i] - from_min[i]);
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factor = safe_divide(floorf(factor * (steps[i] + 1.0f)), steps[i]);
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results[i] = to_min[i] + factor * (to_max[i] - to_min[i]);
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}
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if (clamp_) {
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for (int64_t i : mask) {
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results[i] = (to_min[i] > to_max[i]) ? clamp_f(results[i], to_max[i], to_min[i]) :
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clamp_f(results[i], to_min[i], to_max[i]);
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}
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}
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}
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};
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class MapRangeSmoothstepFunction : public blender::fn::MultiFunction {
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public:
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MapRangeSmoothstepFunction()
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Map Range Smoothstep"};
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map_range_signature(&signature, false);
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
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const blender::VArray<float> &from_min = params.readonly_single_input<float>(1, "From Min");
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const blender::VArray<float> &from_max = params.readonly_single_input<float>(2, "From Max");
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const blender::VArray<float> &to_min = params.readonly_single_input<float>(3, "To Min");
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const blender::VArray<float> &to_max = params.readonly_single_input<float>(4, "To Max");
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blender::MutableSpan<float> results = params.uninitialized_single_output<float>(5, "Result");
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for (int64_t i : mask) {
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float factor = safe_divide(values[i] - from_min[i], from_max[i] - from_min[i]);
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factor = std::clamp(factor, 0.0f, 1.0f);
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factor = (3.0f - 2.0f * factor) * (factor * factor);
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results[i] = to_min[i] + factor * (to_max[i] - to_min[i]);
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}
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}
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};
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class MapRangeSmootherstepFunction : public blender::fn::MultiFunction {
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public:
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MapRangeSmootherstepFunction()
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{
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static blender::fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static blender::fn::MFSignature create_signature()
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{
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blender::fn::MFSignatureBuilder signature{"Map Range Smoothstep"};
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map_range_signature(&signature, false);
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return signature.build();
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}
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void call(blender::IndexMask mask,
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blender::fn::MFParams params,
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blender::fn::MFContext UNUSED(context)) const override
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{
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const blender::VArray<float> &values = params.readonly_single_input<float>(0, "Value");
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const blender::VArray<float> &from_min = params.readonly_single_input<float>(1, "From Min");
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const blender::VArray<float> &from_max = params.readonly_single_input<float>(2, "From Max");
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const blender::VArray<float> &to_min = params.readonly_single_input<float>(3, "To Min");
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const blender::VArray<float> &to_max = params.readonly_single_input<float>(4, "To Max");
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blender::MutableSpan<float> results = params.uninitialized_single_output<float>(5, "Result");
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for (int64_t i : mask) {
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float factor = safe_divide(values[i] - from_min[i], from_max[i] - from_min[i]);
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factor = std::clamp(factor, 0.0f, 1.0f);
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factor = factor * factor * factor * (factor * (factor * 6.0f - 15.0f) + 10.0f);
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results[i] = to_min[i] + factor * (to_max[i] - to_min[i]);
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}
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}
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};
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static void sh_node_map_range_expand_in_mf_network(blender::nodes::NodeMFNetworkBuilder &builder)
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{
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bNode &bnode = builder.bnode();
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bool clamp = bnode.custom1 != 0;
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int interpolation_type = bnode.custom2;
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switch (interpolation_type) {
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case NODE_MAP_RANGE_LINEAR: {
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if (clamp) {
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static MapRangeFunction fn_with_clamp{true};
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builder.set_matching_fn(fn_with_clamp);
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}
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else {
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static MapRangeFunction fn_without_clamp{false};
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builder.set_matching_fn(fn_without_clamp);
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}
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break;
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}
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case NODE_MAP_RANGE_STEPPED: {
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if (clamp) {
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static MapRangeSteppedFunction fn_stepped_with_clamp{true};
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builder.set_matching_fn(fn_stepped_with_clamp);
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}
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else {
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static MapRangeSteppedFunction fn_stepped_without_clamp{false};
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builder.set_matching_fn(fn_stepped_without_clamp);
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}
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break;
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}
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case NODE_MAP_RANGE_SMOOTHSTEP: {
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static MapRangeSmoothstepFunction smoothstep;
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builder.set_matching_fn(smoothstep);
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break;
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}
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case NODE_MAP_RANGE_SMOOTHERSTEP: {
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static MapRangeSmootherstepFunction smootherstep;
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builder.set_matching_fn(smootherstep);
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break;
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}
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default:
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builder.set_not_implemented();
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break;
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}
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}
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void register_node_type_sh_map_range(void)
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{
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static bNodeType ntype;
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sh_fn_node_type_base(&ntype, SH_NODE_MAP_RANGE, "Map Range", NODE_CLASS_CONVERTOR, 0);
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node_type_socket_templates(&ntype, sh_node_map_range_in, sh_node_map_range_out);
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node_type_init(&ntype, node_shader_init_map_range);
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node_type_update(&ntype, node_shader_update_map_range);
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node_type_gpu(&ntype, gpu_shader_map_range);
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ntype.expand_in_mf_network = sh_node_map_range_expand_in_mf_network;
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nodeRegisterType(&ntype);
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}
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