Invert Color Cycles Node
as with the HSV node the OSL code is relying on the (yet to be implemented) autorename. Also the svm code could use mix (svm_lerp) instead: 32 . float3 color_inv = make_float3(1.0f, 1.0f, 1.0f) - color; 35 . . stack_store_float3(stack, out_color, svm_lerp(color_inv, color, factor)); I have a feeling that each node 'program' should have the least program as possible. I'll see with Brecht later. But overall I don't know if that's any fast. And apart from that I think we will need this kind of function to move to a library if multiple functions linked in are not a problem.
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7691e05e40
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d15c5e51a1
@ -435,6 +435,9 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
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else if(string_iequals(node.name(), "add_closure")) {
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snode = new AddClosureNode();
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}
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else if(string_iequals(node.name(), "invert")) {
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snode = new InvertNode();
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}
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else if(string_iequals(node.name(), "mix")) {
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MixNode *mix = new MixNode();
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xml_read_enum(&mix->type, MixNode::type_enum, node, "type");
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@ -130,7 +130,6 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
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case BL::ShaderNode::type_CURVE_RGB: break;
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case BL::ShaderNode::type_CURVE_VEC: break;
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case BL::ShaderNode::type_GEOMETRY: break;
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case BL::ShaderNode::type_INVERT: break;
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case BL::ShaderNode::type_MATERIAL: break;
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case BL::ShaderNode::type_MATERIAL_EXT: break;
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case BL::ShaderNode::type_NORMAL: break;
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@ -158,6 +157,10 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
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node = new CameraNode();
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break;
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}
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case BL::ShaderNode::type_INVERT: {
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node = new InvertNode();
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break;
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}
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case BL::ShaderNode::type_MIX_RGB: {
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BL::ShaderNodeMixRGB b_mix_node(b_node);
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MixNode *mix = new MixNode();
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@ -63,6 +63,7 @@ set(SRC_SVM_HEADERS
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svm/svm_gradient.h
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svm/svm_hsv.h
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svm/svm_image.h
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svm/svm_invert.h
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svm/svm_light_path.h
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svm/svm_magic.h
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svm/svm_mapping.h
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@ -24,6 +24,7 @@ set(SRC_OSL
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node_glossy_bsdf.osl
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node_hsv.osl
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node_image_texture.osl
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node_invert.osl
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node_light_path.osl
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node_magic_texture.osl
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node_mapping.osl
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29
intern/cycles/kernel/osl/nodes/node_invert.osl
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29
intern/cycles/kernel/osl/nodes/node_invert.osl
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@ -0,0 +1,29 @@
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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shader node_invert(
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float Fac = 1.0,
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color ColorIn = color(0.8, 0.8, 0.8),
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output ColorOut = color(0.8, 0.8, 0.8)
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{
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color ColorInv = color(1.0) - ColorIn;
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ColorOut = mix(ColorIn, ColorInv, Fac);
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}
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@ -130,6 +130,7 @@ CCL_NAMESPACE_END
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#include "svm_geometry.h"
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#include "svm_hsv.h"
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#include "svm_image.h"
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#include "svm_invert.h"
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#include "svm_light_path.h"
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#include "svm_magic.h"
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#include "svm_mapping.h"
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@ -257,6 +258,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
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case NODE_VALUE_V:
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svm_node_value_v(kg, sd, stack, node.y, &offset);
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break;
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case NODE_INVERT:
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svm_node_invert(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_MIX:
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svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
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break;
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40
intern/cycles/kernel/svm/svm_invert.h
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40
intern/cycles/kernel/svm/svm_invert.h
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@ -0,0 +1,40 @@
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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__device float invert(float color, float factor)
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{
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return factor*(1.0f - color) + (1.0f - factor) * color;
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}
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__device void svm_node_invert(ShaderData *sd, float *stack, uint in_fac, uint in_color, uint out_color)
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{
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float factor = stack_load_float(stack, in_fac);
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float3 color = stack_load_float3(stack, in_color);
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color.x = invert(color.x, factor);
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color.y = invert(color.y, factor);
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color.z = invert(color.z, factor);
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if (stack_valid(out_color))
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stack_store_float3(stack, out_color, color);
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}
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CCL_NAMESPACE_END
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@ -83,7 +83,8 @@ typedef enum NodeType {
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NODE_SEPARATE_RGB = 5000,
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NODE_COMBINE_RGB = 5100,
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NODE_HSV = 5200,
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NODE_CAMERA = 5300
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NODE_CAMERA = 5300,
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NODE_INVERT = 5400
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} NodeType;
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typedef enum NodeAttributeType {
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@ -1566,6 +1566,34 @@ void MixClosureNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_mix_closure");
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}
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/* Invert */
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InvertNode::InvertNode()
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: ShaderNode("invert")
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{
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add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
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add_input("Color", SHADER_SOCKET_COLOR);
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add_output("Color", SHADER_SOCKET_COLOR);
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}
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void InvertNode::compile(SVMCompiler& compiler)
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{
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ShaderInput *fac_in = input("Fac");
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ShaderInput *color_in = input("Color");
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ShaderOutput *color_out = output("Color");
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compiler.stack_assign(fac_in);
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compiler.stack_assign(color_in);
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compiler.stack_assign(color_out);
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compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
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}
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void InvertNode::compile(OSLCompiler& compiler)
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{
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compiler.add(this, "node_invert");
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}
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/* Mix */
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MixNode::MixNode()
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SHADER_NODE_CLASS(MixClosureNode)
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};
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class InvertNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(InvertNode)
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};
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class MixNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(MixNode)
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@ -77,7 +77,7 @@ void register_node_type_sh_invert(bNodeTreeType *ttype)
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static bNodeType ntype;
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node_type_base(ttype, &ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, NODE_OPTIONS);
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node_type_compatibility(&ntype, NODE_OLD_SHADING);
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node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_invert_in, sh_node_invert_out);
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node_type_size(&ntype, 90, 80, 100);
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node_type_exec(&ntype, node_shader_exec_invert);
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