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authorDalai Felinto <dfelinto@gmail.com>2012-01-24 20:32:31 +0400
committerDalai Felinto <dfelinto@gmail.com>2012-01-24 20:32:31 +0400
commit335ffb0ff3df6ee52f525448d09ae6448b75e158 (patch)
tree460fc93c618d05f0585405c61dcc5152ee906798 /intern/cycles/render/nodes.cpp
parent1f9e25ac1a7851ab2503b88564c0d480b9e125cf (diff)
Brightness/Contrast Node for Cycles
Contrast helps to adjust IBL (HDR images used for background lighting). Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing. Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp32
1 files changed, 32 insertions, 0 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 7397c9c09af..982521b31f2 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -1820,6 +1820,38 @@ void GammaNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_gamma");
}
+/* Bright Contrast */
+BrightContrastNode::BrightContrastNode()
+: ShaderNode("brightness")
+{
+ add_input("Color", SHADER_SOCKET_COLOR);
+ add_input("Bright", SHADER_SOCKET_FLOAT);
+ add_input("Contrast", SHADER_SOCKET_FLOAT);
+ add_output("Color", SHADER_SOCKET_COLOR);
+}
+
+void BrightContrastNode::compile(SVMCompiler& compiler)
+{
+ ShaderInput *color_in = input("Color");
+ ShaderInput *bright_in = input("Bright");
+ ShaderInput *contrast_in = input("Contrast");
+ ShaderOutput *color_out = output("Color");
+
+ compiler.stack_assign(color_in);
+ compiler.stack_assign(bright_in);
+ compiler.stack_assign(contrast_in);
+ compiler.stack_assign(color_out);
+
+ compiler.add_node(NODE_BRIGHTCONTRAST,
+ color_in->stack_offset, color_out->stack_offset,
+ compiler.encode_uchar4(bright_in->stack_offset, contrast_in->stack_offset));
+}
+
+void BrightContrastNode::compile(OSLCompiler& compiler)
+{
+ compiler.add(this, "node_brightness");
+}
+
/* Separate RGB */
SeparateRGBNode::SeparateRGBNode()
: ShaderNode("separate_rgb")