This repository has been archived on 2023-10-09.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_sepcombRGB.c
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

123 lines
4.1 KiB
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"
/* **************** SEPARATE RGBA ******************** */
static bNodeSocketTemplate sh_node_seprgb_in[] = {
{SOCK_RGBA, 1, N_("Image"), 0.8f, 0.8f, 0.8f, 1.0f},
{-1, 0, ""},
};
static bNodeSocketTemplate sh_node_seprgb_out[] = {
{SOCK_FLOAT, 0, N_("R")},
{SOCK_FLOAT, 0, N_("G")},
{SOCK_FLOAT, 0, N_("B")},
{-1, 0, ""},
};
static void node_shader_exec_seprgb(void *UNUSED(data),
int UNUSED(thread),
bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
bNodeStack **in,
bNodeStack **out)
{
float col[3];
nodestack_get_vec(col, SOCK_VECTOR, in[0]);
out[0]->vec[0] = col[0];
out[1]->vec[0] = col[1];
out[2]->vec[0] = col[2];
}
static int gpu_shader_seprgb(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat, node, "separate_rgb", in, out);
}
void register_node_type_sh_seprgb(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_SEPRGB, "Separate RGB", NODE_CLASS_CONVERTOR, 0);
node_type_socket_templates(&ntype, sh_node_seprgb_in, sh_node_seprgb_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_seprgb);
node_type_gpu(&ntype, gpu_shader_seprgb);
nodeRegisterType(&ntype);
}
/* **************** COMBINE RGB ******************** */
static bNodeSocketTemplate sh_node_combrgb_in[] = {
{SOCK_FLOAT, 1, N_("R"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
{SOCK_FLOAT, 1, N_("G"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
{SOCK_FLOAT, 1, N_("B"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
{-1, 0, ""},
};
static bNodeSocketTemplate sh_node_combrgb_out[] = {
{SOCK_RGBA, 0, N_("Image")},
{-1, 0, ""},
};
static void node_shader_exec_combrgb(void *UNUSED(data),
int UNUSED(thread),
bNode *UNUSED(node),
bNodeExecData *UNUSED(execdata),
bNodeStack **in,
bNodeStack **out)
{
float r, g, b;
nodestack_get_vec(&r, SOCK_FLOAT, in[0]);
nodestack_get_vec(&g, SOCK_FLOAT, in[1]);
nodestack_get_vec(&b, SOCK_FLOAT, in[2]);
out[0]->vec[0] = r;
out[0]->vec[1] = g;
out[0]->vec[2] = b;
}
static int gpu_shader_combrgb(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
return GPU_stack_link(mat, node, "combine_rgb", in, out);
}
void register_node_type_sh_combrgb(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_COMBRGB, "Combine RGB", NODE_CLASS_CONVERTOR, 0);
node_type_socket_templates(&ntype, sh_node_combrgb_in, sh_node_combrgb_out);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_combrgb);
node_type_gpu(&ntype, gpu_shader_combrgb);
nodeRegisterType(&ntype);
}