forked from bartvdbraak/blender
615fe0295f
* Moved kernel/osl/nodes to kernel/shaders * Renamed standard attributes to use geom:, particle:, object: prefixes * Update stdosl.h to properly reflect the closures we support * Fix the wrong stdosl.h being used for building shaders * Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
332 lines
7.2 KiB
Plaintext
332 lines
7.2 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_color.h"
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color node_mix_blend(float t, color col1, color col2)
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{
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return mix(col1, col2, t);
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}
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color node_mix_add(float t, color col1, color col2)
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{
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return mix(col1, col1 + col2, t);
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}
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color node_mix_mul(float t, color col1, color col2)
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{
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return mix(col1, col1 * col2, t);
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}
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color node_mix_screen(float t, color col1, color col2)
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{
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float tm = 1.0 - t;
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return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1);
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}
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color node_mix_overlay(float t, color col1, color col2)
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{
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float tm = 1.0 - t;
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color outcol = col1;
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if (outcol[0] < 0.5)
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outcol[0] *= tm + 2.0 * t * col2[0];
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else
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outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]);
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if (outcol[1] < 0.5)
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outcol[1] *= tm + 2.0 * t * col2[1];
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else
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outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]);
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if (outcol[2] < 0.5)
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outcol[2] *= tm + 2.0 * t * col2[2];
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else
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outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]);
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return outcol;
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}
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color node_mix_sub(float t, color col1, color col2)
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{
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return mix(col1, col1 - col2, t);
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}
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color node_mix_div(float t, color col1, color col2)
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{
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float tm = 1.0 - t;
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color outcol = col1;
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if (col2[0] != 0.0) outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0];
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if (col2[1] != 0.0) outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1];
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if (col2[2] != 0.0) outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2];
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return outcol;
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}
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color node_mix_diff(float t, color col1, color col2)
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{
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return mix(col1, abs(col1 - col2), t);
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}
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color node_mix_dark(float t, color col1, color col2)
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{
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return min(col1, col2 * t);
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}
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color node_mix_light(float t, color col1, color col2)
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{
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return max(col1, col2 * t);
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}
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color node_mix_dodge(float t, color col1, color col2)
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{
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color outcol = col1;
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if (outcol[0] != 0.0) {
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float tmp = 1.0 - t * col2[0];
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if (tmp <= 0.0)
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outcol[0] = 1.0;
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else if ((tmp = outcol[0] / tmp) > 1.0)
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outcol[0] = 1.0;
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else
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outcol[0] = tmp;
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}
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if (outcol[1] != 0.0) {
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float tmp = 1.0 - t * col2[1];
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if (tmp <= 0.0)
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outcol[1] = 1.0;
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else if ((tmp = outcol[1] / tmp) > 1.0)
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outcol[1] = 1.0;
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else
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outcol[1] = tmp;
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}
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if (outcol[2] != 0.0) {
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float tmp = 1.0 - t * col2[2];
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if (tmp <= 0.0)
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outcol[2] = 1.0;
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else if ((tmp = outcol[2] / tmp) > 1.0)
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outcol[2] = 1.0;
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else
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outcol[2] = tmp;
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}
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return outcol;
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}
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color node_mix_burn(float t, color col1, color col2)
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{
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float tmp, tm = 1.0 - t;
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color outcol = col1;
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tmp = tm + t * col2[0];
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if (tmp <= 0.0)
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outcol[0] = 0.0;
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else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0)
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outcol[0] = 0.0;
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else if (tmp > 1.0)
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outcol[0] = 1.0;
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else
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outcol[0] = tmp;
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tmp = tm + t * col2[1];
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if (tmp <= 0.0)
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outcol[1] = 0.0;
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else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0)
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outcol[1] = 0.0;
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else if (tmp > 1.0)
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outcol[1] = 1.0;
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else
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outcol[1] = tmp;
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tmp = tm + t * col2[2];
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if (tmp <= 0.0)
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outcol[2] = 0.0;
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else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0)
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outcol[2] = 0.0;
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else if (tmp > 1.0)
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outcol[2] = 1.0;
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else
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outcol[2] = tmp;
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return outcol;
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}
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color node_mix_hue(float t, color col1, color col2)
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{
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color outcol = col1;
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color hsv2 = rgb_to_hsv(col2);
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if (hsv2[1] != 0.0) {
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color hsv = rgb_to_hsv(outcol);
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hsv[0] = hsv2[0];
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color tmp = hsv_to_rgb(hsv);
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outcol = mix(outcol, tmp, t);
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}
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return outcol;
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}
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color node_mix_sat(float t, color col1, color col2)
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{
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float tm = 1.0 - t;
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color outcol = col1;
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color hsv = rgb_to_hsv(outcol);
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if (hsv[1] != 0.0) {
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color hsv2 = rgb_to_hsv(col2);
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hsv[1] = tm * hsv[1] + t * hsv2[1];
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outcol = hsv_to_rgb(hsv);
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}
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return outcol;
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}
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color node_mix_val(float t, color col1, color col2)
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{
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float tm = 1.0 - t;
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color hsv = rgb_to_hsv(col1);
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color hsv2 = rgb_to_hsv(col2);
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hsv[2] = tm * hsv[2] + t * hsv2[2];
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return hsv_to_rgb(hsv);
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}
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color node_mix_color(float t, color col1, color col2)
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{
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color outcol = col1;
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color hsv2 = rgb_to_hsv(col2);
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if (hsv2[1] != 0.0) {
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color hsv = rgb_to_hsv(outcol);
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hsv[0] = hsv2[0];
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hsv[1] = hsv2[1];
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color tmp = hsv_to_rgb(hsv);
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outcol = mix(outcol, tmp, t);
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}
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return outcol;
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}
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color node_mix_soft(float t, color col1, color col2)
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{
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float tm = 1.0 - t;
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color one = color(1.0);
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color scr = one - (one - col2) * (one - col1);
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return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr);
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}
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color node_mix_linear(float t, color col1, color col2)
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{
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color outcol = col1;
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if (col2[0] > 0.5)
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outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5));
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else
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outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0);
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if (col2[1] > 0.5)
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outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5));
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else
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outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0);
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if (col2[2] > 0.5)
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outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5));
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else
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outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0);
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return outcol;
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}
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color node_mix_clamp(color col)
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{
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color outcol = col;
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outcol[0] = clamp(col[0], 0.0, 1.0);
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outcol[1] = clamp(col[2], 0.0, 1.0);
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outcol[2] = clamp(col[2], 0.0, 1.0);
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return outcol;
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}
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shader node_mix(
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string type = "Mix",
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int Clamp = 0,
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float Fac = 0.5,
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color Color1 = color(0.0, 0.0, 0.0),
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color Color2 = color(0.0, 0.0, 0.0),
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output color Color = color(0.0, 0.0, 0.0))
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{
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float t = clamp(Fac, 0.0, 1.0);
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if (type == "Mix")
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Color = node_mix_blend(t, Color1, Color2);
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if (type == "Add")
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Color = node_mix_add(t, Color1, Color2);
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if (type == "Multiply")
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Color = node_mix_mul(t, Color1, Color2);
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if (type == "Screen")
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Color = node_mix_screen(t, Color1, Color2);
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if (type == "Overlay")
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Color = node_mix_overlay(t, Color1, Color2);
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if (type == "Subtract")
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Color = node_mix_sub(t, Color1, Color2);
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if (type == "Divide")
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Color = node_mix_div(t, Color1, Color2);
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if (type == "Difference")
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Color = node_mix_diff(t, Color1, Color2);
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if (type == "Darken")
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Color = node_mix_dark(t, Color1, Color2);
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if (type == "Lighten")
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Color = node_mix_light(t, Color1, Color2);
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if (type == "Dodge")
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Color = node_mix_dodge(t, Color1, Color2);
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if (type == "Burn")
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Color = node_mix_burn(t, Color1, Color2);
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if (type == "Hue")
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Color = node_mix_hue(t, Color1, Color2);
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if (type == "Saturation")
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Color = node_mix_sat(t, Color1, Color2);
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if (type == "Value")
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Color = node_mix_val (t, Color1, Color2);
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if (type == "Color")
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Color = node_mix_color(t, Color1, Color2);
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if (type == "Soft Light")
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Color = node_mix_soft(t, Color1, Color2);
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if (type == "Linear Light")
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Color = node_mix_linear(t, Color1, Color2);
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if (Clamp)
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Color = node_mix_clamp(Color);
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}
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