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/*
 * ***** 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) 2006 Blender Foundation.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): Juho Vepsäläinen
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/nodes/shader/nodes/node_shader_hueSatVal.c
 *  \ingroup shdnodes
 */


#include "node_shader_util.h"


/* **************** Hue Saturation ******************** */
static bNodeSocketTemplate sh_node_hue_sat_in[]= {
	{	SOCK_FLOAT, 1, "Hue",			0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE},
	{	SOCK_FLOAT, 1, "Saturation",		1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR},
	{	SOCK_FLOAT, 1, "Value",			1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f, PROP_FACTOR},
	{	SOCK_FLOAT, 1, "Fac",			1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
	{	SOCK_RGBA, 1, "Color",			0.8f, 0.8f, 0.8f, 1.0f},
	{	-1, 0, ""	}
};
static bNodeSocketTemplate sh_node_hue_sat_out[]= {
	{	SOCK_RGBA, 0, "Color"},
	{	-1, 0, ""	}
};

/* 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, float *in, 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]+= (*hue - 0.5f);
		if(hsv[0]>1.0f) hsv[0]-=1.0f; else if(hsv[0]<0.0f) hsv[0]+= 1.0f;
		hsv[1]*= *sat;
		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), bNode *node, bNodeStack **in, bNodeStack **out)
{	
	do_hue_sat_fac(node, out[0]->vec, in[0]->vec, in[1]->vec, in[2]->vec, in[4]->vec, in[3]->vec);
}


static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
	return GPU_stack_link(mat, "hue_sat", in, out);
}

void register_node_type_sh_hue_sat(ListBase *lb)
{
	static bNodeType ntype;

	node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, NODE_OPTIONS);
	node_type_compatibility(&ntype, NODE_OLD_SHADING);
	node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
	node_type_size(&ntype, 150, 80, 250);
	node_type_exec(&ntype, node_shader_exec_hue_sat);
	node_type_gpu(&ntype, gpu_shader_hue_sat);

	nodeRegisterType(lb, &ntype);
}