/* * 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. */ CCL_NAMESPACE_BEGIN ccl_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); } ccl_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