forked from bartvdbraak/blender
73 lines
1.8 KiB
Plaintext
73 lines
1.8 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.h"
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#include "oslutil.h"
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float ramp_lookup(color ramp[], float at, int component)
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{
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int table_size = arraylength(ramp);
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if (at < 0.0 || at > 1.0) {
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float t0, dy;
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if (at < 0.0) {
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t0 = ramp[0][component];
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dy = t0 - ramp[1][component];
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at = -at;
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}
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else {
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t0 = ramp[table_size - 1][component];
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dy = t0 - ramp[table_size - 2][component];
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at = at - 1.0;
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}
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return t0 + dy * at * (table_size - 1);
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}
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float f = clamp(at, 0.0, 1.0) * (table_size - 1);
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/* clamp int as well in case of NaN */
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int i = (int)f;
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if (i < 0) i = 0;
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if (i >= table_size) i = table_size - 1;
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float t = f - (float)i;
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float result = ramp[i][component];
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if (t > 0.0)
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result = (1.0 - t) * result + t * ramp[i + 1][component];
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return result;
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}
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shader node_vector_curves(
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color ramp[] = {0.0},
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float min_x = 0.0,
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float max_x = 1.0,
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vector VectorIn = vector(0.0, 0.0, 0.0),
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float Fac = 0.0,
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output vector VectorOut = vector(0.0, 0.0, 0.0))
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{
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vector c = (VectorIn - vector(min_x, min_x, min_x)) / (max_x - min_x);
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VectorOut[0] = ramp_lookup(ramp, c[0], 0);
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VectorOut[1] = ramp_lookup(ramp, c[1], 1);
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VectorOut[2] = ramp_lookup(ramp, c[2], 2);
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VectorOut = mix(VectorIn, VectorOut, Fac);
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}
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