/* * $Id$ * * ***** 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/shader/nodes/node_shader_mixRgb.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** MIX RGB ******************** */ static bNodeSocketTemplate sh_node_mix_rgb_in[]= { { SOCK_FLOAT, 1, "Fac", 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_RGBA, 1, "Color1", 0.5f, 0.5f, 0.5f, 1.0f}, { SOCK_RGBA, 1, "Color2", 0.5f, 0.5f, 0.5f, 1.0f}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_mix_rgb_out[]= { { SOCK_RGBA, 0, "Color"}, { -1, 0, "" } }; static void node_shader_exec_mix_rgb(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out) { /* stack order in: fac, col1, col2 */ /* stack order out: col */ float col[3]; float fac; float vec[3]; nodestack_get_vec(&fac, SOCK_FLOAT, in[0]); CLAMP(fac, 0.0f, 1.0f); nodestack_get_vec(col, SOCK_VECTOR, in[1]); nodestack_get_vec(vec, SOCK_VECTOR, in[2]); ramp_blend(node->custom1, col, col+1, col+2, fac, vec); VECCOPY(out[0]->vec, col); } static int gpu_shader_mix_rgb(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { static const char *names[] = {"mix_blend", "mix_add", "mix_mult", "mix_sub", "mix_screen", "mix_div", "mix_diff", "mix_dark", "mix_light", "mix_overlay", "mix_dodge", "mix_burn", "mix_hue", "mix_sat", "mix_val", "mix_color", "mix_soft", "mix_linear"}; return GPU_stack_link(mat, names[node->custom1], in, out); } void register_node_type_sh_mix_rgb(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_MIX_RGB, "Mix", NODE_CLASS_OP_COLOR, NODE_OPTIONS); node_type_socket_templates(&ntype, sh_node_mix_rgb_in, sh_node_mix_rgb_out); node_type_size(&ntype, 100, 60, 150); node_type_label(&ntype, node_blend_label); node_type_exec(&ntype, node_shader_exec_mix_rgb); node_type_gpu(&ntype, gpu_shader_mix_rgb); nodeRegisterType(lb, &ntype); }