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blender-archive/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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2019-04-17 06:21:24 +02:00

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C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** Hue Saturation ******************** */
static bNodeSocketTemplate sh_node_hue_sat_in[] = {
{SOCK_FLOAT, 1, N_("Hue"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
{SOCK_FLOAT, 1, N_("Saturation"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
{SOCK_FLOAT, 1, N_("Value"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
{SOCK_FLOAT, 1, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f},
{-1, 0, ""},
};
static bNodeSocketTemplate sh_node_hue_sat_out[] = {
{SOCK_RGBA, 0, N_("Color")},
{-1, 0, ""},
};
/* note: it would be possible to use CMP version for both nodes */
static void do_hue_sat_fac(
bNode *UNUSED(node), float *out, float hue, float sat, float val, float in[4], float fac)
{
if (fac != 0.0f && (hue != 0.5f || sat != 1.0f || val != 1.0f)) {
float col[3], hsv[3], mfac = 1.0f - fac;
rgb_to_hsv(in[0], in[1], in[2], hsv, hsv + 1, hsv + 2);
hsv[0] = fmodf(hsv[0] + hue + 0.5f, 1.0f);
hsv[1] = clamp_f(hsv[1] * sat, 0.0f, 1.0f);
hsv[2] *= val;
hsv_to_rgb(hsv[0], hsv[1], hsv[2], col, col + 1, col + 2);
out[0] = mfac * in[0] + fac * col[0];
out[1] = mfac * in[1] + fac * col[1];
out[2] = mfac * in[2] + fac * col[2];
}
else {
copy_v4_v4(out, in);
}
}
static void node_shader_exec_hue_sat(void *UNUSED(data),
int UNUSED(thread),
bNode *node,
bNodeExecData *UNUSED(execdata),
bNodeStack **in,
bNodeStack **out)
{
float hue, sat, val, fac;
float col[4];
nodestack_get_vec(&hue, SOCK_FLOAT, in[0]);
nodestack_get_vec(&sat, SOCK_FLOAT, in[1]);
nodestack_get_vec(&val, SOCK_FLOAT, in[2]);
nodestack_get_vec(&fac, SOCK_FLOAT, in[3]);
nodestack_get_vec(col, SOCK_RGBA, in[4]);
do_hue_sat_fac(node, out[0]->vec, hue, sat, val, col, fac);
}
static int gpu_shader_hue_sat(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat, node, "hue_sat", in, out);
}
void register_node_type_sh_hue_sat(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, 0);
node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_hue_sat);
node_type_gpu(&ntype, gpu_shader_hue_sat);
nodeRegisterType(&ntype);
}