[Bf-blender-cvs] [f18c18ae528] viewport-compositor: Viewport Compositor: Port Color Spill node
Omar Emara
noreply at git.blender.org
Tue Dec 28 20:02:46 CET 2021
Commit: f18c18ae5285e8c7663af910b191e4b4908de07b
Author: Omar Emara
Date: Wed Nov 17 20:37:54 2021 +0200
Branches: viewport-compositor
https://developer.blender.org/rBf18c18ae5285e8c7663af910b191e4b4908de07b
Viewport Compositor: Port Color Spill node
This patch ports the Color Spill node to the viewport compositor. The
shader is a straightforward port of the compositor code.
===================================================================
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/intern/gpu_material_library.c
A source/blender/gpu/shaders/composite/gpu_shader_composite_color_spill.glsl
M source/blender/nodes/composite/nodes/node_composite_colorSpill.cc
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 4bb1a508afc..5d99f14dc6b 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -291,6 +291,7 @@ data_to_c_simple(shaders/composite/gpu_shader_composite_chroma_matte.glsl SRC)
data_to_c_simple(shaders/composite/gpu_shader_composite_color_balance.glsl SRC)
data_to_c_simple(shaders/composite/gpu_shader_composite_color_correction.glsl SRC)
data_to_c_simple(shaders/composite/gpu_shader_composite_color_matte.glsl SRC)
+data_to_c_simple(shaders/composite/gpu_shader_composite_color_spill.glsl SRC)
data_to_c_simple(shaders/composite/gpu_shader_composite_color_to_luminance.glsl SRC)
data_to_c_simple(shaders/composite/gpu_shader_composite_composite.glsl SRC)
data_to_c_simple(shaders/composite/gpu_shader_composite_ellipse_mask.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_material_library.c b/source/blender/gpu/intern/gpu_material_library.c
index 9b7588c9912..f44abf4ee60 100644
--- a/source/blender/gpu/intern/gpu_material_library.c
+++ b/source/blender/gpu/intern/gpu_material_library.c
@@ -57,6 +57,7 @@ extern char datatoc_gpu_shader_composite_chroma_matte_glsl[];
extern char datatoc_gpu_shader_composite_color_balance_glsl[];
extern char datatoc_gpu_shader_composite_color_correction_glsl[];
extern char datatoc_gpu_shader_composite_color_matte_glsl[];
+extern char datatoc_gpu_shader_composite_color_spill_glsl[];
extern char datatoc_gpu_shader_composite_color_to_luminance_glsl[];
extern char datatoc_gpu_shader_composite_composite_glsl[];
extern char datatoc_gpu_shader_composite_ellipse_mask_glsl[];
@@ -239,6 +240,11 @@ static GPUMaterialLibrary gpu_shader_composite_color_matte_library = {
.dependencies = {&gpu_shader_common_color_util_library, NULL},
};
+static GPUMaterialLibrary gpu_shader_composite_color_spill_library = {
+ .code = datatoc_gpu_shader_composite_color_spill_glsl,
+ .dependencies = {NULL},
+};
+
static GPUMaterialLibrary gpu_shader_composite_color_to_luminance_library = {
.code = datatoc_gpu_shader_composite_color_to_luminance_glsl,
.dependencies = {&gpu_shader_common_color_util_library, NULL},
@@ -822,6 +828,7 @@ static GPUMaterialLibrary *gpu_material_libraries[] = {
&gpu_shader_composite_color_balance_library,
&gpu_shader_composite_color_correction_library,
&gpu_shader_composite_color_matte_library,
+ &gpu_shader_composite_color_spill_library,
&gpu_shader_composite_color_to_luminance_library,
&gpu_shader_composite_composite_library,
&gpu_shader_composite_ellipse_mask_library,
diff --git a/source/blender/gpu/shaders/composite/gpu_shader_composite_color_spill.glsl b/source/blender/gpu/shaders/composite/gpu_shader_composite_color_spill.glsl
new file mode 100644
index 00000000000..3a747b6972d
--- /dev/null
+++ b/source/blender/gpu/shaders/composite/gpu_shader_composite_color_spill.glsl
@@ -0,0 +1,13 @@
+void node_composite_color_spill(vec4 color,
+ float factor,
+ float spill_channel,
+ vec3 spill_scale,
+ vec2 limit_channels,
+ float limit_scale,
+ out vec4 result)
+{
+ float average_limit = (color[int(limit_channels.x)] + color[int(limit_channels.y)]) / 2.0;
+ float map = factor * color[int(spill_channel)] - limit_scale * average_limit;
+ result.rgb = map > 0.0 ? color.rgb + spill_scale * map : color.rgb;
+ result.a = color.a;
+}
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorSpill.cc b/source/blender/nodes/composite/nodes/node_composite_colorSpill.cc
index 7bdc2e8289e..c918090201c 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorSpill.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_colorSpill.cc
@@ -46,6 +46,48 @@ static void node_composit_init_color_spill(bNodeTree *UNUSED(ntree), bNode *node
ncs->unspill = 0; /* do not use unspill */
}
+static int node_composite_gpu_color_spill(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ const NodeColorspill *data = (NodeColorspill *)node->storage;
+
+ const float spill_channel = (float)(node->custom1 - 1);
+ float spill_scale[3] = {data->uspillr, data->uspillg, data->uspillb};
+ spill_scale[node->custom1 - 1] *= -1.0f;
+ if (data->unspill == 0) {
+ spill_scale[0] = 0.0f;
+ spill_scale[1] = 0.0f;
+ spill_scale[2] = 0.0f;
+ spill_scale[node->custom1 - 1] = -1.0f;
+ }
+
+ /* Always assume the limit method to be average, and for the single method, assign the same
+ * channel to both limit channels. */
+ float limit_channels[2];
+ if (node->custom2 == 0) {
+ limit_channels[0] = (float)data->limchan;
+ limit_channels[1] = (float)data->limchan;
+ }
+ else {
+ limit_channels[0] = (float)(node->custom1 % 3);
+ limit_channels[1] = (float)((node->custom1 + 1) % 3);
+ }
+ const float limit_scale = data->limscale;
+
+ return GPU_stack_link(mat,
+ node,
+ "node_composite_color_spill",
+ in,
+ out,
+ GPU_uniform(&spill_channel),
+ GPU_uniform(spill_scale),
+ GPU_uniform(limit_channels),
+ GPU_uniform(&limit_scale));
+}
+
void register_node_type_cmp_color_spill(void)
{
static bNodeType ntype;
@@ -55,6 +97,7 @@ void register_node_type_cmp_color_spill(void)
node_type_init(&ntype, node_composit_init_color_spill);
node_type_storage(
&ntype, "NodeColorspill", node_free_standard_storage, node_copy_standard_storage);
+ node_type_gpu(&ntype, node_composite_gpu_color_spill);
nodeRegisterType(&ntype);
}
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