Cycles / Wavelength to RGB node:

* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.

* Code cleanup:
** Moved color functions (xyz and hsv) into dedicated utility files.
** Remove svm_lerp(), use interp() instead. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wavelength

Example render:
http://www.pasteall.org/pic/show.php?id=53202

This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).
This commit is contained in:
Thomas Dinges
2013-06-10 21:55:41 +00:00
22 changed files with 348 additions and 128 deletions

View File

@@ -397,6 +397,9 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
wire->use_pixel_size = b_wireframe_node.use_pixel_size();
node = wire;
}
else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
node = new WavelengthNode();
}
else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
node = new LightPathNode();
}

View File

@@ -80,6 +80,7 @@ set(SRC_SVM_HEADERS
svm/svm_displace.h
svm/svm_fresnel.h
svm/svm_wireframe.h
svm/svm_wavelength.h
svm/svm_gamma.h
svm/svm_brightness.h
svm/svm_geometry.h

View File

@@ -67,6 +67,7 @@ set(SRC_OSL
node_velvet_bsdf.osl
node_voronoi_texture.osl
node_ward_bsdf.osl
node_wavelength.osl
node_wave_texture.osl
node_wireframe.osl
)

View File

@@ -58,6 +58,26 @@ color color_unpremultiply(color c, float alpha)
/* Color Operations */
color xyY_to_xyz(float x, float y, float Y)
{
float X, Z;
if (y != 0.0) X = (x / y) * Y;
else X = 0.0;
if (y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y;
else Z = 0.0;
return color(X, Y, Z);
}
color xyz_to_rgb(float x, float y, float z)
{
return color( 3.240479 * x + -1.537150 * y + -0.498535 * z,
-0.969256 * x + 1.875991 * y + 0.041556 * z,
0.055648 * x + -0.204043 * y + 1.057311 * z);
}
color rgb_to_hsv(color rgb)
{
float cmax, cmin, h, s, v, cdelta;

View File

@@ -17,6 +17,7 @@
*/
#include "stdosl.h"
#include "node_color.h"
struct KernelSunSky {
/* sun direction in spherical and cartesian */
@@ -28,26 +29,6 @@ struct KernelSunSky {
float perez_Y[5], perez_x[5], perez_y[5];
};
color xyY_to_xyz(float x, float y, float Y)
{
float X, Z;
if (y != 0.0) X = (x / y) * Y;
else X = 0.0;
if (y != 0.0 && Y != 0.0) Z = ((1.0 - x - y) / y) * Y;
else Z = 0.0;
return color(X, Y, Z);
}
color xyz_to_rgb(float x, float y, float z)
{
return color( 3.240479 * x + -1.537150 * y + -0.498535 * z,
-0.969256 * x + 1.875991 * y + 0.041556 * z,
0.055648 * x + -0.204043 * y + 1.057311 * z);
}
float sky_angle_between(float thetav, float phiv, float theta, float phi)
{
float cospsi = sin(thetav) * sin(theta) * cos(phi - phiv) + cos(thetav) * cos(theta);

View File

@@ -0,0 +1,27 @@
/*
* Copyright 2013, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_wavelength(
float Wavelength = 500.0,
output color Color = 0.0)
{
Color = wavelength_color(Wavelength);
}

View File

@@ -152,6 +152,7 @@ CCL_NAMESPACE_END
#include "svm_displace.h"
#include "svm_fresnel.h"
#include "svm_wireframe.h"
#include "svm_wavelength.h"
#include "svm_camera.h"
#include "svm_geometry.h"
#include "svm_hsv.h"
@@ -362,6 +363,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
svm_node_wireframe(kg, sd, stack, node.y, node.z, node.w);
break;
#ifdef __EXTRA_NODES__
case NODE_WAVELENGTH:
svm_node_wavelength(sd, stack, node.y, node.z);
break;
case NODE_SET_DISPLACEMENT:
svm_node_set_displacement(sd, stack, node.y);
break;

View File

@@ -21,80 +21,6 @@
CCL_NAMESPACE_BEGIN
__device float3 rgb_to_hsv(float3 rgb)
{
float cmax, cmin, h, s, v, cdelta;
float3 c;
cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
cmin = min(rgb.x, min(rgb.y, rgb.z));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0f) {
s = cdelta/cmax;
}
else {
s = 0.0f;
h = 0.0f;
}
if(s == 0.0f) {
h = 0.0f;
}
else {
float3 cmax3 = make_float3(cmax, cmax, cmax);
c = (cmax3 - rgb)/cdelta;
if(rgb.x == cmax) h = c.z - c.y;
else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
else h = 4.0f + c.y - c.x;
h /= 6.0f;
if(h < 0.0f)
h += 1.0f;
}
return make_float3(h, s, v);
}
__device float3 hsv_to_rgb(float3 hsv)
{
float i, f, p, q, t, h, s, v;
float3 rgb;
h = hsv.x;
s = hsv.y;
v = hsv.z;
if(s == 0.0f) {
rgb = make_float3(v, v, v);
}
else {
if(h == 1.0f)
h = 0.0f;
h *= 6.0f;
i = floorf(h);
f = h - i;
rgb = make_float3(f, f, f);
p = v*(1.0f-s);
q = v*(1.0f-(s*f));
t = v*(1.0f-(s*(1.0f-f)));
if(i == 0.0f) rgb = make_float3(v, t, p);
else if(i == 1.0f) rgb = make_float3(q, v, p);
else if(i == 2.0f) rgb = make_float3(p, v, t);
else if(i == 3.0f) rgb = make_float3(p, q, v);
else if(i == 4.0f) rgb = make_float3(t, p, v);
else rgb = make_float3(v, p, q);
}
return rgb;
}
__device void svm_node_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_color_offset, uint fac_offset, uint out_color_offset, int *offset)
{
/* read extra data */

View File

@@ -16,28 +16,21 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "svm_hsv.h"
CCL_NAMESPACE_BEGIN
__device float3 svm_lerp(const float3 a, const float3 b, float t)
{
return (a * (1.0f - t) + b * t);
}
__device float3 svm_mix_blend(float t, float3 col1, float3 col2)
{
return svm_lerp(col1, col2, t);
return interp(col1, col2, t);
}
__device float3 svm_mix_add(float t, float3 col1, float3 col2)
{
return svm_lerp(col1, col1 + col2, t);
return interp(col1, col1 + col2, t);
}
__device float3 svm_mix_mul(float t, float3 col1, float3 col2)
{
return svm_lerp(col1, col1 * col2, t);
return interp(col1, col1 * col2, t);
}
__device float3 svm_mix_screen(float t, float3 col1, float3 col2)
@@ -75,7 +68,7 @@ __device float3 svm_mix_overlay(float t, float3 col1, float3 col2)
__device float3 svm_mix_sub(float t, float3 col1, float3 col2)
{
return svm_lerp(col1, col1 - col2, t);
return interp(col1, col1 - col2, t);
}
__device float3 svm_mix_div(float t, float3 col1, float3 col2)
@@ -93,7 +86,7 @@ __device float3 svm_mix_div(float t, float3 col1, float3 col2)
__device float3 svm_mix_diff(float t, float3 col1, float3 col2)
{
return svm_lerp(col1, fabs(col1 - col2), t);
return interp(col1, fabs(col1 - col2), t);
}
__device float3 svm_mix_dark(float t, float3 col1, float3 col2)
@@ -191,7 +184,7 @@ __device float3 svm_mix_hue(float t, float3 col1, float3 col2)
hsv.x = hsv2.x;
float3 tmp = hsv_to_rgb(hsv);
outcol = svm_lerp(outcol, tmp, t);
outcol = interp(outcol, tmp, t);
}
return outcol;
@@ -238,7 +231,7 @@ __device float3 svm_mix_color(float t, float3 col1, float3 col2)
hsv.y = hsv2.y;
float3 tmp = hsv_to_rgb(hsv);
outcol = svm_lerp(outcol, tmp, t);
outcol = interp(outcol, tmp, t);
}
return outcol;

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@@ -18,26 +18,6 @@
CCL_NAMESPACE_BEGIN
__device float3 xyY_to_xyz(float x, float y, float Y)
{
float X, Z;
if(y != 0.0f) X = (x / y) * Y;
else X = 0.0f;
if(y != 0.0f && Y != 0.0f) Z = (1.0f - x - y) / y * Y;
else Z = 0.0f;
return make_float3(X, Y, Z);
}
__device float3 xyz_to_rgb(float x, float y, float z)
{
return make_float3(3.240479f * x + -1.537150f * y + -0.498535f * z,
-0.969256f * x + 1.875991f * y + 0.041556f * z,
0.055648f * x + -0.204043f * y + 1.057311f * z);
}
/*
* "A Practical Analytic Model for Daylight"
* A. J. Preetham, Peter Shirley, Brian Smits

View File

@@ -52,6 +52,7 @@ typedef enum NodeType {
NODE_CONVERT,
NODE_FRESNEL,
NODE_WIREFRAME,
NODE_WAVELENGTH,
NODE_EMISSION_WEIGHT,
NODE_TEX_GRADIENT,
NODE_TEX_VORONOI,

View File

@@ -0,0 +1,100 @@
/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2013, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
CCL_NAMESPACE_BEGIN
/* Wavelength to RGB */
__device void svm_node_wavelength(ShaderData *sd, float *stack, uint wavelength, uint color_out)
{
// CIE colour matching functions xBar, yBar, and zBar for
// wavelengths from 380 through 780 nanometers, every 5
// nanometers. For a wavelength lambda in this range:
// cie_colour_match[(lambda - 380) / 5][0] = xBar
// cie_colour_match[(lambda - 380) / 5][1] = yBar
// cie_colour_match[(lambda - 380) / 5][2] = zBar
const float cie_colour_match[81][3] = {
{0.0014,0.0000,0.0065}, {0.0022,0.0001,0.0105}, {0.0042,0.0001,0.0201},
{0.0076,0.0002,0.0362}, {0.0143,0.0004,0.0679}, {0.0232,0.0006,0.1102},
{0.0435,0.0012,0.2074}, {0.0776,0.0022,0.3713}, {0.1344,0.0040,0.6456},
{0.2148,0.0073,1.0391}, {0.2839,0.0116,1.3856}, {0.3285,0.0168,1.6230},
{0.3483,0.0230,1.7471}, {0.3481,0.0298,1.7826}, {0.3362,0.0380,1.7721},
{0.3187,0.0480,1.7441}, {0.2908,0.0600,1.6692}, {0.2511,0.0739,1.5281},
{0.1954,0.0910,1.2876}, {0.1421,0.1126,1.0419}, {0.0956,0.1390,0.8130},
{0.0580,0.1693,0.6162}, {0.0320,0.2080,0.4652}, {0.0147,0.2586,0.3533},
{0.0049,0.3230,0.2720}, {0.0024,0.4073,0.2123}, {0.0093,0.5030,0.1582},
{0.0291,0.6082,0.1117}, {0.0633,0.7100,0.0782}, {0.1096,0.7932,0.0573},
{0.1655,0.8620,0.0422}, {0.2257,0.9149,0.0298}, {0.2904,0.9540,0.0203},
{0.3597,0.9803,0.0134}, {0.4334,0.9950,0.0087}, {0.5121,1.0000,0.0057},
{0.5945,0.9950,0.0039}, {0.6784,0.9786,0.0027}, {0.7621,0.9520,0.0021},
{0.8425,0.9154,0.0018}, {0.9163,0.8700,0.0017}, {0.9786,0.8163,0.0014},
{1.0263,0.7570,0.0011}, {1.0567,0.6949,0.0010}, {1.0622,0.6310,0.0008},
{1.0456,0.5668,0.0006}, {1.0026,0.5030,0.0003}, {0.9384,0.4412,0.0002},
{0.8544,0.3810,0.0002}, {0.7514,0.3210,0.0001}, {0.6424,0.2650,0.0000},
{0.5419,0.2170,0.0000}, {0.4479,0.1750,0.0000}, {0.3608,0.1382,0.0000},
{0.2835,0.1070,0.0000}, {0.2187,0.0816,0.0000}, {0.1649,0.0610,0.0000},
{0.1212,0.0446,0.0000}, {0.0874,0.0320,0.0000}, {0.0636,0.0232,0.0000},
{0.0468,0.0170,0.0000}, {0.0329,0.0119,0.0000}, {0.0227,0.0082,0.0000},
{0.0158,0.0057,0.0000}, {0.0114,0.0041,0.0000}, {0.0081,0.0029,0.0000},
{0.0058,0.0021,0.0000}, {0.0041,0.0015,0.0000}, {0.0029,0.0010,0.0000},
{0.0020,0.0007,0.0000}, {0.0014,0.0005,0.0000}, {0.0010,0.0004,0.0000},
{0.0007,0.0002,0.0000}, {0.0005,0.0002,0.0000}, {0.0003,0.0001,0.0000},
{0.0002,0.0001,0.0000}, {0.0002,0.0001,0.0000}, {0.0001,0.0000,0.0000},
{0.0001,0.0000,0.0000}, {0.0001,0.0000,0.0000}, {0.0000,0.0000,0.0000}
};
float lambda_nm = stack_load_float(stack, wavelength);
float ii = (lambda_nm-380.0f) * (1.0f/5.0f); // scaled 0..80
int i = float_to_int(ii);
float3 color;
if (i < 0 || i >= 80) {
color = make_float3(0.0f, 0.0f, 0.0f);
}
else {
ii -= i;
const float *c = cie_colour_match[i];
color = interp(make_float3(c[0], c[1], c[2]), make_float3(c[3], c[4], c[5]), ii);
}
color = xyz_to_rgb(color.x, color.y, color.z);
color *= 1.0f/2.52f; // Empirical scale from lg to make all comps <= 1
/* Clamp to zero if values are smaller */
color = max(color, make_float3(0.0f, 0.0f, 0.0f));
if(stack_valid(color_out))
stack_store_float3(stack, color_out, color);
}
CCL_NAMESPACE_END

View File

@@ -2953,6 +2953,30 @@ void WireframeNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_wireframe");
}
/* Wavelength */
WavelengthNode::WavelengthNode()
: ShaderNode("Wavelength")
{
add_input("Wavelength", SHADER_SOCKET_FLOAT, 500.0f);
add_output("Color", SHADER_SOCKET_COLOR);
}
void WavelengthNode::compile(SVMCompiler& compiler)
{
ShaderInput *wavelength_in = input("Wavelength");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(wavelength_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_WAVELENGTH, wavelength_in->stack_offset, color_out->stack_offset, NULL);
}
void WavelengthNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_wavelength");
}
/* Output */
OutputNode::OutputNode()

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@@ -457,6 +457,11 @@ public:
bool use_pixel_size;
};
class WavelengthNode : public ShaderNode {
public:
SHADER_NODE_CLASS(WavelengthNode)
};
class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)

View File

@@ -40,6 +40,100 @@ __device float color_scene_linear_to_srgb(float c)
return 1.055f * powf(c, 1.0f / 2.4f) - 0.055f;
}
__device float3 rgb_to_hsv(float3 rgb)
{
float cmax, cmin, h, s, v, cdelta;
float3 c;
cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
cmin = min(rgb.x, min(rgb.y, rgb.z));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0f) {
s = cdelta/cmax;
}
else {
s = 0.0f;
h = 0.0f;
}
if(s == 0.0f) {
h = 0.0f;
}
else {
float3 cmax3 = make_float3(cmax, cmax, cmax);
c = (cmax3 - rgb)/cdelta;
if(rgb.x == cmax) h = c.z - c.y;
else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
else h = 4.0f + c.y - c.x;
h /= 6.0f;
if(h < 0.0f)
h += 1.0f;
}
return make_float3(h, s, v);
}
__device float3 hsv_to_rgb(float3 hsv)
{
float i, f, p, q, t, h, s, v;
float3 rgb;
h = hsv.x;
s = hsv.y;
v = hsv.z;
if(s == 0.0f) {
rgb = make_float3(v, v, v);
}
else {
if(h == 1.0f)
h = 0.0f;
h *= 6.0f;
i = floorf(h);
f = h - i;
rgb = make_float3(f, f, f);
p = v*(1.0f-s);
q = v*(1.0f-(s*f));
t = v*(1.0f-(s*(1.0f-f)));
if(i == 0.0f) rgb = make_float3(v, t, p);
else if(i == 1.0f) rgb = make_float3(q, v, p);
else if(i == 2.0f) rgb = make_float3(p, v, t);
else if(i == 3.0f) rgb = make_float3(p, q, v);
else if(i == 4.0f) rgb = make_float3(t, p, v);
else rgb = make_float3(v, p, q);
}
return rgb;
}
__device float3 xyY_to_xyz(float x, float y, float Y)
{
float X, Z;
if(y != 0.0f) X = (x / y) * Y;
else X = 0.0f;
if(y != 0.0f && Y != 0.0f) Z = (1.0f - x - y) / y * Y;
else Z = 0.0f;
return make_float3(X, Y, Z);
}
__device float3 xyz_to_rgb(float x, float y, float z)
{
return make_float3(3.240479f * x + -1.537150f * y + -0.498535f * z,
-0.969256f * x + 1.875991f * y + 0.041556f * z,
0.055648f * x + -0.204043f * y + 1.057311f * z);
}
#ifndef __KERNEL_OPENCL__
__device float3 color_srgb_to_scene_linear(float3 c)

View File

@@ -218,6 +218,7 @@ shader_node_categories = [
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeWavelength"),
]),
ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"),

View File

@@ -741,6 +741,7 @@ struct ShadeResult;
#define SH_NODE_SUBSURFACE_SCATTERING 177
#define SH_NODE_WIREFRAME 178
#define SH_NODE_BSDF_TOON 179
#define SH_NODE_WAVELENGTH 180
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1

View File

@@ -3399,6 +3399,7 @@ static void registerShaderNodes(void)
register_node_type_sh_value();
register_node_type_sh_rgb();
register_node_type_sh_wireframe();
register_node_type_sh_wavelength();
register_node_type_sh_mix_rgb();
register_node_type_sh_valtorgb();
register_node_type_sh_rgbtobw();

View File

@@ -145,6 +145,7 @@ set(SRC
shader/nodes/node_shader_valToRgb.c
shader/nodes/node_shader_value.c
shader/nodes/node_shader_wireframe.c
shader/nodes/node_shader_wavelength.c
shader/nodes/node_shader_vectMath.c
shader/nodes/node_shader_add_shader.c
shader/nodes/node_shader_ambient_occlusion.c

View File

@@ -80,6 +80,7 @@ void register_node_type_sh_light_falloff(void);
void register_node_type_sh_object_info(void);
void register_node_type_sh_fresnel(void);
void register_node_type_sh_wireframe(void);
void register_node_type_sh_wavelength(void);
void register_node_type_sh_layer_weight(void);
void register_node_type_sh_tex_coord(void);
void register_node_type_sh_particle_info(void);

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@@ -96,6 +96,7 @@ DefNode( ShaderNode, SH_NODE_OBJECT_INFO, 0, "OB
DefNode( ShaderNode, SH_NODE_PARTICLE_INFO, 0, "PARTICLE_INFO", ParticleInfo, "Particle Info", "" )
DefNode( ShaderNode, SH_NODE_HAIR_INFO, 0, "HAIR_INFO", HairInfo, "Hair Info", "" )
DefNode( ShaderNode, SH_NODE_WIREFRAME, def_sh_tex_wireframe, "WIREFRAME", Wireframe, "Wireframe", "" )
DefNode( ShaderNode, SH_NODE_WAVELENGTH, 0, "WAVELENGTH", Wavelength, "Wavelength", "" )
DefNode( ShaderNode, SH_NODE_BUMP, def_sh_bump, "BUMP", Bump, "Bump", "" )
DefNode( ShaderNode, SH_NODE_NORMAL_MAP, def_sh_normal_map, "NORMAL_MAP", NormalMap, "Normal Map", "" )
DefNode( ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "" )

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** Wavelength ******************** */
static bNodeSocketTemplate sh_node_wavelength_in[] = {
{ SOCK_FLOAT, 1, N_("Wavelength"), 500.0f, 0.0f, 0.0f, 0.0f, 380.0f, 780.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_wavelength_out[] = {
{ SOCK_RGBA, 0, N_("Color")},
{ -1, 0, "" }
};
/* node type definition */
void register_node_type_sh_wavelength(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_WAVELENGTH, "Wavelength", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_socket_templates(&ntype, sh_node_wavelength_in, sh_node_wavelength_out);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
nodeRegisterType(&ntype);
}