Commit: 767386736070cfe7294e217f3734c1e7b736f4ae
Author: Clément Foucault
Date:   Fri Aug 10 16:16:09 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB767386736070cfe7294e217f3734c1e7b736f4ae

GPUMaterial: Fix color ramp node with constant interpolation

Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.

This patch use a GLSL hack to use nearest sampling on thoses particular
color band.

===================================================================

M       source/blender/gpu/shaders/gpu_shader_material.glsl
M       source/blender/nodes/shader/nodes/node_shader_valToRgb.c

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 91104fe51bd..40aba1cc004 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -818,6 +818,12 @@ void valtorgb(float fac, sampler1DArray colormap, float 
layer, out vec4 outcol,
        outalpha = outcol.a;
 }
 
+void valtorgb_nearest(float fac, sampler1DArray colormap, float layer, out 
vec4 outcol, out float outalpha)
+{
+       outcol = texelFetch(colormap, ivec2(fac * textureSize(colormap, 0).x, 
layer), 0);
+       outalpha = outcol.a;
+}
+
 void rgbtobw(vec4 color, out float outval)
 {
        vec3 factors = vec3(0.2126, 0.7152, 0.0722);
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c 
b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
index 00940b5acaf..5f583e1e29b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c
@@ -65,12 +65,19 @@ static void node_shader_init_valtorgb(bNodeTree 
*UNUSED(ntree), bNode *node)
 
 static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData 
*UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
 {
+       struct ColorBand *coba = node->storage;
        float *array, layer;
        int size;
 
-       BKE_colorband_evaluate_table_rgba(node->storage, &array, &size);
+       BKE_colorband_evaluate_table_rgba(coba, &array, &size);
        GPUNodeLink *tex = GPU_texture_ramp(mat, size, array, &layer);
-       return GPU_stack_link(mat, node, "valtorgb", in, out, tex, 
GPU_uniform(&layer));
+
+       if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
+               return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, 
tex, GPU_uniform(&layer));
+       }
+       else {
+               return GPU_stack_link(mat, node, "valtorgb", in, out, tex, 
GPU_uniform(&layer));
+       }
 }
 
 void register_node_type_sh_valtorgb(void)

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