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100 lines
3.6 KiB
C
100 lines
3.6 KiB
C
/*
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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) 2006 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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/* **************** Hue Saturation ******************** */
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static bNodeSocketTemplate sh_node_hue_sat_in[] = {
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{SOCK_FLOAT, 1, N_("Hue"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
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{SOCK_FLOAT, 1, N_("Saturation"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
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{SOCK_FLOAT, 1, N_("Value"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
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{SOCK_FLOAT, 1, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
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{SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f},
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{-1, 0, ""},
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};
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static bNodeSocketTemplate sh_node_hue_sat_out[] = {
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{SOCK_RGBA, 0, N_("Color")},
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{-1, 0, ""},
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};
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/* note: it would be possible to use CMP version for both nodes */
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static void do_hue_sat_fac(
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bNode *UNUSED(node), float *out, float hue, float sat, float val, float in[4], float fac)
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{
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if (fac != 0.0f && (hue != 0.5f || sat != 1.0f || val != 1.0f)) {
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float col[3], hsv[3], mfac = 1.0f - fac;
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rgb_to_hsv(in[0], in[1], in[2], hsv, hsv + 1, hsv + 2);
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hsv[0] = fmodf(hsv[0] + hue + 0.5f, 1.0f);
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hsv[1] = clamp_f(hsv[1] * sat, 0.0f, 1.0f);
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hsv[2] *= val;
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hsv_to_rgb(hsv[0], hsv[1], hsv[2], col, col + 1, col + 2);
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out[0] = mfac * in[0] + fac * col[0];
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out[1] = mfac * in[1] + fac * col[1];
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out[2] = mfac * in[2] + fac * col[2];
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}
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else {
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copy_v4_v4(out, in);
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}
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}
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static void node_shader_exec_hue_sat(void *UNUSED(data),
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int UNUSED(thread),
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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bNodeStack **in,
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bNodeStack **out)
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{
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float hue, sat, val, fac;
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float col[4];
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nodestack_get_vec(&hue, SOCK_FLOAT, in[0]);
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nodestack_get_vec(&sat, SOCK_FLOAT, in[1]);
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nodestack_get_vec(&val, SOCK_FLOAT, in[2]);
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nodestack_get_vec(&fac, SOCK_FLOAT, in[3]);
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nodestack_get_vec(col, SOCK_RGBA, in[4]);
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do_hue_sat_fac(node, out[0]->vec, hue, sat, val, col, fac);
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}
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static int gpu_shader_hue_sat(GPUMaterial *mat,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack *out)
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{
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return GPU_stack_link(mat, node, "hue_sat", in, out);
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}
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void register_node_type_sh_hue_sat(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, 0);
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node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
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node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
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node_type_exec(&ntype, NULL, NULL, node_shader_exec_hue_sat);
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node_type_gpu(&ntype, gpu_shader_hue_sat);
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nodeRegisterType(&ntype);
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}
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