/* * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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) 2005 Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/nodes/intern/SHD_nodes/SHD_invert.c * \ingroup shdnodes */ #include "../SHD_util.h" /* **************** INVERT ******************** */ static bNodeSocketType sh_node_invert_in[]= { { SOCK_VALUE, 1, "Fac", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { SOCK_RGBA, 1, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_invert_out[]= { { SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_invert(void *UNUSED(data), bNode *UNUSED(node), bNodeStack **in, bNodeStack **out) { float col[3], facm; col[0] = 1.0f - in[1]->vec[0]; col[1] = 1.0f - in[1]->vec[1]; col[2] = 1.0f - in[1]->vec[2]; /* if fac, blend result against original input */ if (in[0]->vec[0] < 1.0f) { facm = 1.0f - in[0]->vec[0]; col[0] = in[0]->vec[0]*col[0] + (facm*in[1]->vec[0]); col[1] = in[0]->vec[0]*col[1] + (facm*in[1]->vec[1]); col[2] = in[0]->vec[0]*col[2] + (facm*in[1]->vec[2]); } VECCOPY(out[0]->vec, col); } static int gpu_shader_invert(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, "invert", in, out); } void register_node_type_sh_invert(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, NODE_OPTIONS, sh_node_invert_in, sh_node_invert_out); node_type_size(&ntype, 90, 80, 100); node_type_exec(&ntype, node_shader_exec_invert); node_type_gpu(&ntype, gpu_shader_invert); nodeRegisterType(lb, &ntype); }