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authorDalai Felinto <dfelinto@gmail.com>2011-12-04 03:05:35 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-12-04 03:05:35 +0400
commitd15c5e51a1f05ff9044bda32cb8c47b6dd59426c (patch)
treed9be3165c81c8e78c8927ff2dd3e2c004fdbed42 /intern/cycles/blender/blender_shader.cpp
parent7691e05e4099fec676c79f4ffb1f79d52e9e8a8d (diff)
Invert Color Cycles Node
as with the HSV node the OSL code is relying on the (yet to be implemented) autorename. Also the svm code could use mix (svm_lerp) instead: 32 . float3 color_inv = make_float3(1.0f, 1.0f, 1.0f) - color; 35 . . stack_store_float3(stack, out_color, svm_lerp(color_inv, color, factor)); I have a feeling that each node 'program' should have the least program as possible. I'll see with Brecht later. But overall I don't know if that's any fast. And apart from that I think we will need this kind of function to move to a library if multiple functions linked in are not a problem.
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 43359bf5352..930ac1d495a 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -130,7 +130,6 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
case BL::ShaderNode::type_CURVE_RGB: break;
case BL::ShaderNode::type_CURVE_VEC: break;
case BL::ShaderNode::type_GEOMETRY: break;
- case BL::ShaderNode::type_INVERT: break;
case BL::ShaderNode::type_MATERIAL: break;
case BL::ShaderNode::type_MATERIAL_EXT: break;
case BL::ShaderNode::type_NORMAL: break;
@@ -158,6 +157,10 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
node = new CameraNode();
break;
}
+ case BL::ShaderNode::type_INVERT: {
+ node = new InvertNode();
+ break;
+ }
case BL::ShaderNode::type_MIX_RGB: {
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = new MixNode();