Files
test2/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
Hans Goudey 4ec5a8cbc2 Cleanup: Remove unnecessary node type registraction functions
These functions provided little benefit compared to simply setting
the function pointers directly.
2022-11-05 16:10:27 +01:00

113 lines
3.0 KiB
C++

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