Blender  V2.59
SHD_hueSatVal.c
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00001 /*
00002  *
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version. 
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) 2006 Blender Foundation.
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): Juho Vepsäläinen
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00035 #include "../SHD_util.h"
00036 
00037 
00038 /* **************** Hue Saturation ******************** */
00039 static bNodeSocketType sh_node_hue_sat_in[]= {
00040         {       SOCK_VALUE, 1, "Hue",                   0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00041         {       SOCK_VALUE, 1, "Saturation",            1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f},
00042         {       SOCK_VALUE, 1, "Value",                 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 2.0f},
00043         {       SOCK_VALUE, 1, "Fac",                   1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
00044         {       SOCK_RGBA, 1, "Color",                  0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
00045         {       -1, 0, ""       }
00046 };
00047 static bNodeSocketType sh_node_hue_sat_out[]= {
00048         {       SOCK_RGBA, 0, "Color",                  0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
00049         {       -1, 0, ""       }
00050 };
00051 
00052 /* note: it would be possible to use CMP version for both nodes */
00053 static void do_hue_sat_fac(bNode *UNUSED(node), float *out, float *hue, float *sat, float *val, float *in, float *fac)
00054 {
00055         if(*fac!=0.0f && (*hue!=0.5f || *sat!=1.0f || *val!=1.0f)) {
00056                 float col[3], hsv[3], mfac= 1.0f - *fac;
00057                 
00058                 rgb_to_hsv(in[0], in[1], in[2], hsv, hsv+1, hsv+2);
00059                 hsv[0]+= (*hue - 0.5f);
00060                 if(hsv[0]>1.0f) hsv[0]-=1.0f; else if(hsv[0]<0.0f) hsv[0]+= 1.0f;
00061                 hsv[1]*= *sat;
00062                 hsv[2]*= *val;
00063                 hsv_to_rgb(hsv[0], hsv[1], hsv[2], col, col+1, col+2);
00064                 
00065                 out[0]= mfac*in[0] + *fac*col[0];
00066                 out[1]= mfac*in[1] + *fac*col[1];
00067                 out[2]= mfac*in[2] + *fac*col[2];
00068         }
00069         else {
00070                 QUATCOPY(out, in);
00071         }
00072 }
00073 
00074 static void node_shader_exec_hue_sat(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
00075 {       
00076         do_hue_sat_fac(node, out[0]->vec, in[0]->vec, in[1]->vec, in[2]->vec, in[4]->vec, in[3]->vec);
00077 }
00078 
00079 
00080 static int gpu_shader_hue_sat(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
00081 {
00082         return GPU_stack_link(mat, "hue_sat", in, out);
00083 }
00084 
00085 void register_node_type_sh_hue_sat(ListBase *lb)
00086 {
00087         static bNodeType ntype;
00088 
00089         node_type_base(&ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, NODE_OPTIONS,
00090                 sh_node_hue_sat_in, sh_node_hue_sat_out);
00091         node_type_size(&ntype, 150, 80, 250);
00092         node_type_exec(&ntype, node_shader_exec_hue_sat);
00093         node_type_gpu(&ntype, gpu_shader_hue_sat);
00094 
00095         nodeRegisterType(lb, &ntype);
00096 }
00097 
00098 
00099