91 lines
2.5 KiB
C
91 lines
2.5 KiB
C
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/intern/SHD_nodes/SHD_invert.c
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* \ingroup shdnodes
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*/
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#include "../SHD_util.h"
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/* **************** INVERT ******************** */
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static bNodeSocketType sh_node_invert_in[]= {
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{ SOCK_VALUE, 1, "Fac", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_invert_out[]= {
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{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static void node_shader_exec_invert(void *UNUSED(data), bNode *UNUSED(node), bNodeStack **in,
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bNodeStack **out)
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{
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float col[3], facm;
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col[0] = 1.0f - in[1]->vec[0];
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col[1] = 1.0f - in[1]->vec[1];
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col[2] = 1.0f - in[1]->vec[2];
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/* if fac, blend result against original input */
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if (in[0]->vec[0] < 1.0f) {
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facm = 1.0f - in[0]->vec[0];
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col[0] = in[0]->vec[0]*col[0] + (facm*in[1]->vec[0]);
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col[1] = in[0]->vec[0]*col[1] + (facm*in[1]->vec[1]);
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col[2] = in[0]->vec[0]*col[2] + (facm*in[1]->vec[2]);
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}
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VECCOPY(out[0]->vec, col);
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}
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static int gpu_shader_invert(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
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{
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return GPU_stack_link(mat, "invert", in, out);
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}
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void register_node_type_sh_invert(ListBase *lb)
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{
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static bNodeType ntype;
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node_type_base(&ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, NODE_OPTIONS,
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sh_node_invert_in, sh_node_invert_out);
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node_type_size(&ntype, 90, 80, 100);
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node_type_exec(&ntype, node_shader_exec_invert);
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node_type_gpu(&ntype, gpu_shader_invert);
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nodeRegisterType(lb, &ntype);
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}
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