/* * Copyright 2011, Blender Foundation. * * 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. */ #include "stdosl.h" #include "oslutil.h" float ramp_lookup(color ramp[RAMP_TABLE_SIZE], float at, int component) { float f = clamp((at + 1.0) * 0.5, 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 * 2.0 - 1.0; } shader node_vector_curves( color ramp[RAMP_TABLE_SIZE] = {0.0}, vector VectorIn = vector(0.0, 0.0, 0.0), float Fac = 0.0, output vector VectorOut = vector(0.0, 0.0, 0.0)) { VectorOut[0] = ramp_lookup(ramp, VectorIn[0], 0); VectorOut[1] = ramp_lookup(ramp, VectorIn[1], 1); VectorOut[2] = ramp_lookup(ramp, VectorIn[2], 2); VectorOut = mix(VectorIn, VectorOut, Fac); }