/* * 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. */ CCL_NAMESPACE_BEGIN __device void svm_node_combine_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint hue_in, uint saturation_in, uint value_in, int *offset) { uint4 node1 = read_node(kg, offset); uint color_out = node1.y; float hue = stack_load_float(stack, hue_in); float saturation = stack_load_float(stack, saturation_in); float value = stack_load_float(stack, value_in); /* Combine, and convert back to RGB */ float3 color = hsv_to_rgb(make_float3(hue, saturation, value)); if (stack_valid(color_out)) stack_store_float3(stack, color_out, color); } __device void svm_node_separate_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint color_in, uint hue_out, uint saturation_out, int *offset) { uint4 node1 = read_node(kg, offset); uint value_out = node1.y; float3 color = stack_load_float3(stack, color_in); /* Convert to HSV */ color = rgb_to_hsv(color); if (stack_valid(hue_out)) stack_store_float(stack, hue_out, color.x); if (stack_valid(saturation_out)) stack_store_float(stack, saturation_out, color.y); if (stack_valid(value_out)) stack_store_float(stack, value_out, color.z); } CCL_NAMESPACE_END