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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) 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);
}