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authorAaron Carlisle <Blendify>2021-12-05 20:12:21 +0300
committerAaron Carlisle <carlisle.b3d@gmail.com>2021-12-05 20:12:45 +0300
commitd5efda72f501ad95679d7ac554086a1fb18c1ac0 (patch)
treefca682d59b2224199ebbb1adccece18219f6e0e8 /source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
parentb32f9bf801ec6cc0e3b40b87de16f34eba3f593e (diff)
Cleanup: Migrate all shader nodes to c++
This will be useful in the future to use the new socket builder API Aditional changes: - Declare variables where initialized - Do not use relative includes Differential Revision: https://developer.blender.org/D13465
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc99
1 files changed, 99 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
new file mode 100644
index 00000000000..976e1b48489
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_hueSatVal.cc
@@ -0,0 +1,99 @@
+/*
+ * 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.hh"
+
+/* **************** Hue Saturation ******************** */
+static bNodeSocketTemplate sh_node_hue_sat_in[] = {
+ {SOCK_FLOAT, N_("Hue"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
+ {SOCK_FLOAT, N_("Saturation"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
+ {SOCK_FLOAT, N_("Value"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_NONE},
+ {SOCK_FLOAT, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f},
+ {-1, ""},
+};
+static bNodeSocketTemplate sh_node_hue_sat_out[] = {
+ {SOCK_RGBA, N_("Color")},
+ {-1, ""},
+};
+
+/* 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, const float in[4], 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] = fmodf(hsv[0] + hue + 0.5f, 1.0f);
+ hsv[1] = clamp_f(hsv[1] * sat, 0.0f, 1.0f);
+ 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 {
+ copy_v4_v4(out, in);
+ }
+}
+
+static void node_shader_exec_hue_sat(void *UNUSED(data),
+ int UNUSED(thread),
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ bNodeStack **in,
+ bNodeStack **out)
+{
+ float hue, sat, val, fac;
+ float col[4];
+ nodestack_get_vec(&hue, SOCK_FLOAT, in[0]);
+ nodestack_get_vec(&sat, SOCK_FLOAT, in[1]);
+ nodestack_get_vec(&val, SOCK_FLOAT, in[2]);
+ nodestack_get_vec(&fac, SOCK_FLOAT, in[3]);
+ nodestack_get_vec(col, SOCK_RGBA, in[4]);
+ do_hue_sat_fac(node, out[0]->vec, hue, sat, val, col, fac);
+}
+
+static int gpu_shader_hue_sat(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "hue_sat", in, out);
+}
+
+void register_node_type_sh_hue_sat(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, 0);
+ node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_exec(&ntype, nullptr, nullptr, node_shader_exec_hue_sat);
+ node_type_gpu(&ntype, gpu_shader_hue_sat);
+
+ nodeRegisterType(&ntype);
+}