forked from bartvdbraak/blender
Blender Internal: Add shader nodes "Separate HSV" and "Combine HSV", same as Cycles' ones.
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ac021a42ad
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@ -141,6 +141,8 @@ shader_node_categories = [
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NodeItem("ShaderNodeSqueeze"),
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NodeItem("ShaderNodeSeparateRGB"),
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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]),
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ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items),
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ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[
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@ -735,6 +735,21 @@ void combine_rgb(float r, float g, float b, out vec4 col)
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col = vec4(r, g, b, 1.0);
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}
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void separate_hsv(vec4 col, out float h, out float s, out float v)
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{
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vec4 hsv;
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rgb_to_hsv(col, hsv);
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h = hsv[0];
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s = hsv[1];
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v = hsv[2];
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}
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void combine_hsv(float h, float s, float v, out vec4 col)
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{
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hsv_to_rgb(vec4(h, s, v, 1.0), col);
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}
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void output_node(vec4 rgb, float alpha, out vec4 outrgb)
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{
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outrgb = vec4(rgb.rgb, alpha);
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@ -44,13 +44,26 @@ static bNodeSocketTemplate sh_node_sephsv_out[] = {
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{ -1, 0, "" }
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};
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static void node_shader_exec_sephsv(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
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{
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rgb_to_hsv(in[0]->vec[0], in[0]->vec[1], in[0]->vec[2],
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&out[0]->vec[0], &out[1]->vec[0], &out[2]->vec[0]);
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}
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static int gpu_shader_sephsv(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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return GPU_stack_link(mat, "separate_hsv", in, out);
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}
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void register_node_type_sh_sephsv(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_SEPHSV, "Separate HSV", NODE_CLASS_CONVERTOR, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_sephsv_in, sh_node_sephsv_out);
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node_type_exec(&ntype, NULL, NULL, node_shader_exec_sephsv);
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node_type_gpu(&ntype, gpu_shader_sephsv);
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nodeRegisterType(&ntype);
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}
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@ -68,13 +81,26 @@ static bNodeSocketTemplate sh_node_combhsv_out[] = {
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{ -1, 0, "" }
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};
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static void node_shader_exec_combhsv(void *UNUSED(data), int UNUSED(thread), bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
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{
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hsv_to_rgb(in[0]->vec[0], in[1]->vec[0], in[2]->vec[0],
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&out[0]->vec[0], &out[0]->vec[1], &out[0]->vec[2]);
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}
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static int gpu_shader_combhsv(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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return GPU_stack_link(mat, "combine_hsv", in, out);
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}
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void register_node_type_sh_combhsv(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_COMBHSV, "Combine HSV", NODE_CLASS_CONVERTOR, 0);
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node_type_compatibility(&ntype, NODE_NEW_SHADING);
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node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_combhsv_in, sh_node_combhsv_out);
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node_type_exec(&ntype, NULL, NULL, node_shader_exec_combhsv);
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node_type_gpu(&ntype, gpu_shader_combhsv);
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nodeRegisterType(&ntype);
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}
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