/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "stdosl.h" #include "oslutil.h" float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component) { float f = clamp(at, 0.0, 1.0) * (RAMP_TABLE_SIZE - 1); /* clamp int as well in case of NaN */ int i = (int)f; if (i < 0) i = 0; if (i >= RAMP_TABLE_SIZE) i = RAMP_TABLE_SIZE - 1; float t = f - (float)i; float result = ramp[i][component]; if (t > 0.0) result = (1.0 - t) * result + t * ramp[i + 1][component]; return result; } shader node_rgb_curves( color ramp[RAMP_TABLE_SIZE] = {0.0}, color ColorIn = 0.0, float Fac = 0.0, output color ColorOut = 0.0) { ColorOut[0] = ramp_lookup(ramp, ColorIn[0], 0); ColorOut[1] = ramp_lookup(ramp, ColorIn[1], 1); ColorOut[2] = ramp_lookup(ramp, ColorIn[2], 2); ColorOut = mix(ColorIn, ColorOut, Fac); }