/* * $Id$ * * ***** 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_valToRgb.c * \ingroup shdnodes */ #include "../SHD_util.h" /* **************** VALTORGB ******************** */ static bNodeSocketType sh_node_valtorgb_in[]= { { SOCK_VALUE, 1, "Fac", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_valtorgb_out[]= { { SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_valtorgb(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out) { /* stack order in: fac */ /* stack order out: col, alpha */ if(node->storage) { float fac; nodestack_get_vec(&fac, SOCK_VALUE, in[0]); do_colorband(node->storage, fac, out[0]->vec); out[1]->vec[0]= out[0]->vec[3]; } } static void node_shader_init_valtorgb(bNode *node) { node->storage= add_colorband(1); } static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { float *array; int size; colorband_table_RGBA(node->storage, &array, &size); return GPU_stack_link(mat, "valtorgb", in, out, GPU_texture(size, array)); } void register_node_type_sh_valtorgb(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_VALTORGB, "ColorRamp", NODE_CLASS_CONVERTOR, NODE_OPTIONS, sh_node_valtorgb_in, sh_node_valtorgb_out); node_type_size(&ntype, 240, 200, 300); node_type_init(&ntype, node_shader_init_valtorgb); node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage); node_type_exec(&ntype, node_shader_exec_valtorgb); node_type_gpu(&ntype, gpu_shader_valtorgb); nodeRegisterType(lb, &ntype); } /* **************** RGBTOBW ******************** */ static bNodeSocketType sh_node_rgbtobw_in[]= { { SOCK_RGBA, 1, "Color", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketType sh_node_rgbtobw_out[]= { { SOCK_VALUE, 0, "Val", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static void node_shader_exec_rgbtobw(void *UNUSED(data), bNode *UNUSED(node), bNodeStack **in, bNodeStack **out) { /* stack order out: bw */ /* stack order in: col */ out[0]->vec[0]= in[0]->vec[0]*0.35f + in[0]->vec[1]*0.45f + in[0]->vec[2]*0.2f; } static int gpu_shader_rgbtobw(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, "rgbtobw", in, out); } void register_node_type_sh_rgbtobw(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTOR, 0, sh_node_rgbtobw_in, sh_node_rgbtobw_out); node_type_size(&ntype, 80, 40, 120); node_type_exec(&ntype, node_shader_exec_rgbtobw); node_type_gpu(&ntype, gpu_shader_rgbtobw); nodeRegisterType(lb, &ntype); }