/* * 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.h" /* **************** 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, NULL, NULL, node_shader_exec_hue_sat); node_type_gpu(&ntype, gpu_shader_hue_sat); nodeRegisterType(&ntype); }