50 static const mf::Signature
signature = []() {
52 mf::SignatureBuilder builder{
"Separate Color",
signature};
54 builder.single_output<
float>(
"Red", mf::ParamFlag::SupportsUnusedOutput);
55 builder.single_output<
float>(
"Green", mf::ParamFlag::SupportsUnusedOutput);
56 builder.single_output<
float>(
"Blue", mf::ParamFlag::SupportsUnusedOutput);
57 builder.single_output<
float>(
"Alpha", mf::ParamFlag::SupportsUnusedOutput);
75 if (!
red.is_empty()) {
78 if (!
green.is_empty()) {
81 if (!blue.is_empty()) {
84 if (!alpha.is_empty()) {
89 mask.foreach_segment_optimized([&](
const auto segment) {
90 const int used_outputs_num = used_outputs.
size();
91 const int *used_outputs_data = used_outputs.
data();
93 for (
const int64_t i : segment) {
95 for (
const int out_i :
IndexRange(used_outputs_num)) {
96 const int channel = used_outputs_data[out_i];
109 static const mf::Signature
signature = []() {
111 mf::SignatureBuilder builder{
"Separate Color",
signature};
113 builder.single_output<
float>(
"Hue");
114 builder.single_output<
float>(
"Saturation");
115 builder.single_output<
float>(
"Value");
116 builder.single_output<
float>(
"Alpha", mf::ParamFlag::SupportsUnusedOutput);
135 if (!alpha.is_empty()) {
136 mask.foreach_index_optimized<
int64_t>([&](
const int64_t i) { alpha[i] = colors[i].a; });
145 static const mf::Signature
signature = []() {
147 mf::SignatureBuilder builder{
"Separate Color",
signature};
149 builder.single_output<
float>(
"Hue");
150 builder.single_output<
float>(
"Saturation");
151 builder.single_output<
float>(
"Lightness");
152 builder.single_output<
float>(
"Alpha", mf::ParamFlag::SupportsUnusedOutput);
171 if (!alpha.is_empty()) {
172 mask.foreach_index_optimized<
int64_t>([&](
const int64_t i) { alpha[i] = colors[i].a; });
181 switch (storage.
mode) {
209 "Mode of color processing",
#define NODE_CLASS_CONVERTER
#define NODE_STORAGE_FUNCS(StorageT)
#define FN_NODE_SEPARATE_COLOR
#define BLI_assert_unreachable()
void rgb_to_hsl(float r, float g, float b, float *r_h, float *r_s, float *r_l)
void rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
#define NOD_REGISTER_NODE(REGISTER_FUNC)
#define NOD_storage_enum_accessors(member)
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its red
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Brightness Control the brightness and contrast of the input color Vector Map input vector components with curves Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert Invert a producing a negative Combine Generate a color from its green
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its saturation
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its hue
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
void append(const T &value)
const Signature & signature() const
void set_signature(const Signature *signature)
void set_matching_fn(const mf::MultiFunction *fn)
ColorGeometry4f default_value
void call(const IndexMask &mask, mf::Params params, mf::Context) const override
void call(const IndexMask &mask, mf::Params params, mf::Context) const override
void call(const IndexMask &mask, mf::Params params, mf::Context) const override
local_group_size(16, 16) .push_constant(Type b
ccl_device_inline float4 mask(const int4 mask, const float4 a)
void node_type_storage(bNodeType *ntype, const char *storagename, void(*freefunc)(bNode *node), void(*copyfunc)(bNodeTree *dest_ntree, bNode *dest_node, const bNode *src_node))
void node_register_type(bNodeType *ntype)
static void node_rna(StructRNA *srna)
static void node_register()
static void node_build_multi_function(NodeMultiFunctionBuilder &builder)
static void node_init(bNodeTree *, bNode *node)
static void node_layout(uiLayout *layout, bContext *, PointerRNA *ptr)
static void node_declare(NodeDeclarationBuilder &b)
static void node_update(bNodeTree *, bNode *node)
PropertyRNA * RNA_def_node_enum(StructRNA *srna, const char *identifier, const char *ui_name, const char *ui_description, const EnumPropertyItem *static_items, const EnumRNAAccessors accessors, std::optional< int > default_value, const EnumPropertyItemFunc item_func, const bool allow_animation)
void devirtualize_varray(const VArray< T > &varray, const Func &func, bool enable=true)
ColorSceneLinear4f< eAlpha::Premultiplied > ColorGeometry4f
void fn_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
static blender::bke::bNodeSocketTemplate outputs[]
void node_free_standard_storage(bNode *node)
void node_copy_standard_storage(bNodeTree *, bNode *dest_node, const bNode *src_node)
void node_combsep_color_label(const ListBase *sockets, NodeCombSepColorMode mode)
const EnumPropertyItem rna_enum_node_combsep_color_items[]
void(* initfunc)(bNodeTree *ntree, bNode *node)
NodeMultiFunctionBuildFunction build_multi_function
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare
void(* updatefunc)(bNodeTree *ntree, bNode *node)