This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/nodes/shader/nodes/node_shader_hueSatVal.c
Brecht Van Lommel ac52c79cb1 RenderEngine/Nodes: system to check for shading nodes compatibility
* 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.
2011-11-02 19:24:30 +00:00

99 lines
3.2 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Juho Vepsäläinen
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_hueSatVal.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** Hue Saturation ******************** */
static bNodeSocketTemplate sh_node_hue_sat_in[]= {
{ SOCK_FLOAT, 1, "Hue", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
{ SOCK_FLOAT, 1, "Saturation", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, "Value", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, "Fac", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_RGBA, 1, "Color", 0.8f, 0.8f, 0.8f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_hue_sat_out[]= {
{ SOCK_RGBA, 0, "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, 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]+= (*hue - 0.5f);
if(hsv[0]>1.0f) hsv[0]-=1.0f; else if(hsv[0]<0.0f) hsv[0]+= 1.0f;
hsv[1]*= *sat;
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 {
QUATCOPY(out, in);
}
}
static void node_shader_exec_hue_sat(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
{
do_hue_sat_fac(node, out[0]->vec, in[0]->vec, in[1]->vec, in[2]->vec, in[4]->vec, in[3]->vec);
}
static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
return GPU_stack_link(mat, "hue_sat", in, out);
}
void register_node_type_sh_hue_sat(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
node_type_size(&ntype, 150, 80, 250);
node_type_exec(&ntype, node_shader_exec_hue_sat);
node_type_gpu(&ntype, gpu_shader_hue_sat);
nodeRegisterType(lb, &ntype);
}