/* * 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. */ #ifndef __SVM_HSV_H__ #define __SVM_HSV_H__ CCL_NAMESPACE_BEGIN ccl_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 */ uint4 node1 = read_node(kg, offset); float fac = stack_load_float(stack, fac_offset); float3 in_color = stack_load_float3(stack, in_color_offset); float3 color = in_color; float hue = stack_load_float(stack, node1.y); float sat = stack_load_float(stack, node1.z); float val = stack_load_float(stack, node1.w); color = rgb_to_hsv(color); /* remember: fmod doesn't work for negative numbers here */ color.x += hue + 0.5f; color.x = fmodf(color.x, 1.0f); color.y *= sat; color.z *= val; color = hsv_to_rgb(color); color.x = fac*color.x + (1.0f - fac)*in_color.x; color.y = fac*color.y + (1.0f - fac)*in_color.y; color.z = fac*color.z + (1.0f - fac)*in_color.z; /* Clamp color to prevent negative values caused by oversaturation. */ color.x = max(color.x, 0.0f); color.y = max(color.y, 0.0f); color.z = max(color.z, 0.0f); if(stack_valid(out_color_offset)) stack_store_float3(stack, out_color_offset, color); } CCL_NAMESPACE_END #endif /* __SVM_HSV_H__ */