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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_mixRgb.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** MIX RGB ******************** */
static bNodeSocketTemplate sh_node_mix_rgb_in[] = {
{ SOCK_FLOAT, 1, N_("Fac"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_RGBA, 1, N_("Color1"), 0.5f, 0.5f, 0.5f, 1.0f},
{ SOCK_RGBA, 1, N_("Color2"), 0.5f, 0.5f, 0.5f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_mix_rgb_out[] = {
{ SOCK_RGBA, 0, N_("Color")},
{ -1, 0, "" }
};
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"};
int ret = GPU_stack_link(mat, 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_vec3", out[0].link, GPU_uniform(min), GPU_uniform(max), &out[0].link);
}
return ret;
}
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_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
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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