These functions provided little benefit compared to simply setting the function pointers directly.
113 lines
3.0 KiB
C++
113 lines
3.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2006 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup cmpnodes
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*/
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#include "IMB_colormanagement.h"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "GPU_material.h"
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#include "COM_shader_node.hh"
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#include "node_composite_util.hh"
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/* ******************* Luma Matte Node ********************************* */
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namespace blender::nodes::node_composite_luma_matte_cc {
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NODE_STORAGE_FUNCS(NodeChroma)
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static void cmp_node_luma_matte_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>(N_("Image"))
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.default_value({1.0f, 1.0f, 1.0f, 1.0f})
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.compositor_domain_priority(0);
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b.add_output<decl::Color>(N_("Image"));
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b.add_output<decl::Float>(N_("Matte"));
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}
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static void node_composit_init_luma_matte(bNodeTree * /*ntree*/, bNode *node)
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{
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NodeChroma *c = MEM_cnew<NodeChroma>(__func__);
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node->storage = c;
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c->t1 = 1.0f;
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c->t2 = 0.0f;
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}
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static void node_composit_buts_luma_matte(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
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{
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uiLayout *col;
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col = uiLayoutColumn(layout, true);
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uiItemR(
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col, ptr, "limit_max", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
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uiItemR(
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col, ptr, "limit_min", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
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}
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using namespace blender::realtime_compositor;
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class LuminanceMatteShaderNode : public ShaderNode {
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public:
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using ShaderNode::ShaderNode;
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void compile(GPUMaterial *material) override
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{
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GPUNodeStack *inputs = get_inputs_array();
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GPUNodeStack *outputs = get_outputs_array();
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const float high = get_high();
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const float low = get_low();
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float luminance_coefficients[3];
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IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
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GPU_stack_link(material,
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&bnode(),
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"node_composite_luminance_matte",
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inputs,
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outputs,
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GPU_uniform(&high),
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GPU_uniform(&low),
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GPU_constant(luminance_coefficients));
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}
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float get_high()
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{
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return node_storage(bnode()).t1;
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}
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float get_low()
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{
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return node_storage(bnode()).t2;
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}
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};
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static ShaderNode *get_compositor_shader_node(DNode node)
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{
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return new LuminanceMatteShaderNode(node);
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}
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} // namespace blender::nodes::node_composite_luma_matte_cc
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void register_node_type_cmp_luma_matte()
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{
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namespace file_ns = blender::nodes::node_composite_luma_matte_cc;
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static bNodeType ntype;
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cmp_node_type_base(&ntype, CMP_NODE_LUMA_MATTE, "Luminance Key", NODE_CLASS_MATTE);
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ntype.declare = file_ns::cmp_node_luma_matte_declare;
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ntype.draw_buttons = file_ns::node_composit_buts_luma_matte;
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ntype.flag |= NODE_PREVIEW;
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ntype.initfunc = file_ns::node_composit_init_luma_matte;
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node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
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ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
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nodeRegisterType(&ntype);
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}
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