/* * 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. */ /** \file * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** MIX RGB ******************** */ static bNodeSocketTemplate sh_node_mix_rgb_in[] = { {SOCK_FLOAT, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, {SOCK_RGBA, N_("Color1"), 0.5f, 0.5f, 0.5f, 1.0f}, {SOCK_RGBA, N_("Color2"), 0.5f, 0.5f, 0.5f, 1.0f}, {-1, ""}, }; static bNodeSocketTemplate sh_node_mix_rgb_out[] = { {SOCK_RGBA, N_("Color")}, {-1, ""}, }; static void node_shader_exec_mix_rgb(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), 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, fac, vec); if (node->custom2 & SHD_MIXRGB_CLAMP) { CLAMP3(col, 0.0f, 1.0f); } copy_v3_v3(out[0]->vec, col); } static const char *gpu_shader_get_name(int mode) { switch (mode) { case MA_RAMP_BLEND: return "mix_blend"; case MA_RAMP_ADD: return "mix_add"; case MA_RAMP_MULT: return "mix_mult"; case MA_RAMP_SUB: return "mix_sub"; case MA_RAMP_SCREEN: return "mix_screen"; case MA_RAMP_DIV: return "mix_div"; case MA_RAMP_DIFF: return "mix_diff"; case MA_RAMP_DARK: return "mix_dark"; case MA_RAMP_LIGHT: return "mix_light"; case MA_RAMP_OVERLAY: return "mix_overlay"; case MA_RAMP_DODGE: return "mix_dodge"; case MA_RAMP_BURN: return "mix_burn"; case MA_RAMP_HUE: return "mix_hue"; case MA_RAMP_SAT: return "mix_sat"; case MA_RAMP_VAL: return "mix_val"; case MA_RAMP_COLOR: return "mix_color"; case MA_RAMP_SOFT: return "mix_soft"; case MA_RAMP_LINEAR: return "mix_linear"; } return nullptr; } static int gpu_shader_mix_rgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { const char *name = gpu_shader_get_name(node->custom1); if (name != nullptr) { int ret = GPU_stack_link(mat, node, name, in, out); if (ret && node->custom2 & SHD_MIXRGB_CLAMP) { const float min[3] = {0.0f, 0.0f, 0.0f}; const float max[3] = {1.0f, 1.0f, 1.0f}; GPU_link( mat, "clamp_color", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link); } return ret; } return 0; } void register_node_type_sh_mix_rgb(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_MIX_RGB, "Mix", NODE_CLASS_OP_COLOR, 0); node_type_socket_templates(&ntype, sh_node_mix_rgb_in, sh_node_mix_rgb_out); node_type_label(&ntype, node_blend_label); node_type_exec(&ntype, NULL, NULL, node_shader_exec_mix_rgb); node_type_gpu(&ntype, gpu_shader_mix_rgb); nodeRegisterType(&ntype); }