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/*
* 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 int gpu_shader_mix_rgb(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
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",
};
if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
int ret = GPU_stack_link(mat, node, names[node->custom1], in, out);
if (ret && node->custom2 & SHD_MIXRGB_CLAMP) {
float min[3] = {0.0f, 0.0f, 0.0f};
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_fn_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);
}
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