* Scene.use_shading_nodes property to check if RenderEngine is using new shading nodes system, and RenderEngine.bl_use_shading_nodes to set this. * Add mechanism for tagging nodes as being compatible with the old/new system.
99 lines
3.2 KiB
C
99 lines
3.2 KiB
C
/*
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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) 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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/** \file blender/nodes/shader/nodes/node_shader_hueSatVal.c
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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, "Hue", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, "Saturation", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR},
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{ SOCK_FLOAT, 1, "Value", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR},
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{ SOCK_FLOAT, 1, "Fac", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
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{ SOCK_RGBA, 1, "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, "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(bNode *UNUSED(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!=1.0f || *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]+= (*hue - 0.5f);
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if(hsv[0]>1.0f) hsv[0]-=1.0f; else if(hsv[0]<0.0f) hsv[0]+= 1.0f;
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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 *UNUSED(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 *UNUSED(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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void register_node_type_sh_hue_sat(ListBase *lb)
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{
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static bNodeType ntype;
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node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, NODE_OPTIONS);
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node_type_compatibility(&ntype, NODE_OLD_SHADING);
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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(&ntype, 150, 80, 250);
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node_type_exec(&ntype, node_shader_exec_hue_sat);
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node_type_gpu(&ntype, gpu_shader_hue_sat);
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nodeRegisterType(lb, &ntype);
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}
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