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