the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
100 lines
3.1 KiB
C
100 lines
3.1 KiB
C
/**
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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* The Original Code is: all of this file.
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*
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* Contributor(s): Juho Vepsäläinen
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "../SHD_util.h"
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/* **************** Hue Saturation ******************** */
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static bNodeSocketType sh_node_hue_sat_in[]= {
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{ SOCK_VALUE, 1, "Hue", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ SOCK_VALUE, 1, "Saturation", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f},
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{ SOCK_VALUE, 1, "Value", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f},
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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", 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType sh_node_hue_sat_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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/* note: it would be possible to use CMP version for both nodes */
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static void do_hue_sat_fac(bNode *node, float *out, float *hue, float *sat, float *val, float *in, float *fac)
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{
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if(*fac!=0.0f && (*hue!=0.5f || *sat!=1.0 || *val!=1.0)) {
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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]+= (*hue - 0.5f);
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if(hsv[0]>1.0) hsv[0]-=1.0; else if(hsv[0]<0.0) hsv[0]+= 1.0;
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hsv[1]*= *sat;
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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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QUATCOPY(out, in);
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}
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}
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static void node_shader_exec_hue_sat(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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do_hue_sat_fac(node, out[0]->vec, in[0]->vec, in[1]->vec, in[2]->vec, in[4]->vec, in[3]->vec);
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}
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static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
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{
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return GPU_stack_link(mat, "hue_sat", in, out);
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}
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bNodeType sh_node_hue_sat= {
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/* *next,*prev */ NULL, NULL,
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/* type code */ SH_NODE_HUE_SAT,
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/* name */ "Hue Saturation Value",
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/* width+range */ 150, 80, 250,
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/* class+opts */ NODE_CLASS_OP_COLOR, NODE_OPTIONS,
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/* input sock */ sh_node_hue_sat_in,
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/* output sock */ sh_node_hue_sat_out,
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/* storage */ "",
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/* execfunc */ node_shader_exec_hue_sat,
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/* butfunc */ NULL,
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/* initfunc */ NULL,
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/* freestoragefunc */ NULL,
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/* copystoragefunc */ NULL,
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/* id */ NULL, NULL, NULL,
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/* gpufunc */ gpu_shader_hue_sat
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};
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