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/*
* 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.
*/
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device_noinline int svm_node_combine_hsv(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private 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);
return offset;
}
ccl_device_noinline int svm_node_separate_hsv(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private 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);
return offset;
}
CCL_NAMESPACE_END
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