1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
/*
* 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.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_ChangeHSVOperation.h"
ChangeHSVOperation::ChangeHSVOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_VALUE);
this->addOutputSocket(COM_DT_COLOR);
this->m_inputOperation = nullptr;
}
void ChangeHSVOperation::initExecution()
{
this->m_inputOperation = getInputSocketReader(0);
this->m_hueOperation = getInputSocketReader(1);
this->m_saturationOperation = getInputSocketReader(2);
this->m_valueOperation = getInputSocketReader(3);
}
void ChangeHSVOperation::deinitExecution()
{
this->m_inputOperation = nullptr;
this->m_hueOperation = nullptr;
this->m_saturationOperation = nullptr;
this->m_valueOperation = nullptr;
}
void ChangeHSVOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inputColor1[4];
float hue[4], saturation[4], value[4];
this->m_inputOperation->readSampled(inputColor1, x, y, sampler);
this->m_hueOperation->readSampled(hue, x, y, sampler);
this->m_saturationOperation->readSampled(saturation, x, y, sampler);
this->m_valueOperation->readSampled(value, x, y, sampler);
output[0] = inputColor1[0] + (hue[0] - 0.5f);
if (output[0] > 1.0f) {
output[0] -= 1.0f;
}
else if (output[0] < 0.0f) {
output[0] += 1.0f;
}
output[1] = inputColor1[1] * saturation[0];
output[2] = inputColor1[2] * value[0];
output[3] = inputColor1[3];
}
|