/* * ***** 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/shader/nodes/node_shader_invert.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** INVERT ******************** */ static bNodeSocketTemplate sh_node_invert_in[] = { { SOCK_FLOAT, 1, N_("Fac"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_RGBA, 1, N_("Color"), 0.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_invert_out[] = { { SOCK_RGBA, 0, N_("Color")}, { -1, 0, "" } }; static void node_shader_exec_invert(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { float col[3], icol[3], fac; nodestack_get_vec(&fac, SOCK_FLOAT, in[0]); nodestack_get_vec(col, SOCK_VECTOR, in[1]); icol[0] = 1.0f - col[0]; icol[1] = 1.0f - col[1]; icol[2] = 1.0f - col[2]; /* if fac, blend result against original input */ if (fac < 1.0f) interp_v3_v3v3(out[0]->vec, col, icol, fac); else copy_v3_v3(out[0]->vec, icol); } static int gpu_shader_invert(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { return GPU_stack_link(mat, "invert", in, out); } void register_node_type_sh_invert(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, 0); node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING); node_type_socket_templates(&ntype, sh_node_invert_in, sh_node_invert_out); node_type_exec(&ntype, NULL, NULL, node_shader_exec_invert); node_type_gpu(&ntype, gpu_shader_invert); nodeRegisterType(&ntype); }