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.
This commit is contained in:
Dalai Felinto 2011-12-03 23:05:35 +00:00
parent 7691e05e40
commit d15c5e51a1
11 changed files with 118 additions and 3 deletions

@ -435,6 +435,9 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
else if(string_iequals(node.name(), "add_closure")) {
snode = new AddClosureNode();
}
else if(string_iequals(node.name(), "invert")) {
snode = new InvertNode();
}
else if(string_iequals(node.name(), "mix")) {
MixNode *mix = new MixNode();
xml_read_enum(&mix->type, MixNode::type_enum, node, "type");

@ -130,7 +130,6 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
case BL::ShaderNode::type_CURVE_RGB: break;
case BL::ShaderNode::type_CURVE_VEC: break;
case BL::ShaderNode::type_GEOMETRY: break;
case BL::ShaderNode::type_INVERT: break;
case BL::ShaderNode::type_MATERIAL: break;
case BL::ShaderNode::type_MATERIAL_EXT: break;
case BL::ShaderNode::type_NORMAL: break;
@ -158,6 +157,10 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
node = new CameraNode();
break;
}
case BL::ShaderNode::type_INVERT: {
node = new InvertNode();
break;
}
case BL::ShaderNode::type_MIX_RGB: {
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = new MixNode();

@ -63,6 +63,7 @@ set(SRC_SVM_HEADERS
svm/svm_gradient.h
svm/svm_hsv.h
svm/svm_image.h
svm/svm_invert.h
svm/svm_light_path.h
svm/svm_magic.h
svm/svm_mapping.h

@ -24,6 +24,7 @@ set(SRC_OSL
node_glossy_bsdf.osl
node_hsv.osl
node_image_texture.osl
node_invert.osl
node_light_path.osl
node_magic_texture.osl
node_mapping.osl

@ -0,0 +1,29 @@
/*
* Copyright 2011, 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.
*/
#include "stdosl.h"
shader node_invert(
float Fac = 1.0,
color ColorIn = color(0.8, 0.8, 0.8),
output ColorOut = color(0.8, 0.8, 0.8)
{
color ColorInv = color(1.0) - ColorIn;
ColorOut = mix(ColorIn, ColorInv, Fac);
}

@ -130,6 +130,7 @@ CCL_NAMESPACE_END
#include "svm_geometry.h"
#include "svm_hsv.h"
#include "svm_image.h"
#include "svm_invert.h"
#include "svm_light_path.h"
#include "svm_magic.h"
#include "svm_mapping.h"
@ -257,6 +258,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_VALUE_V:
svm_node_value_v(kg, sd, stack, node.y, &offset);
break;
case NODE_INVERT:
svm_node_invert(sd, stack, node.y, node.z, node.w);
break;
case NODE_MIX:
svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
break;

@ -0,0 +1,40 @@
/*
* Copyright 2011, 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 float invert(float color, float factor)
{
return factor*(1.0f - color) + (1.0f - factor) * color;
}
__device void svm_node_invert(ShaderData *sd, float *stack, uint in_fac, uint in_color, uint out_color)
{
float factor = stack_load_float(stack, in_fac);
float3 color = stack_load_float3(stack, in_color);
color.x = invert(color.x, factor);
color.y = invert(color.y, factor);
color.z = invert(color.z, factor);
if (stack_valid(out_color))
stack_store_float3(stack, out_color, color);
}
CCL_NAMESPACE_END

@ -83,7 +83,8 @@ typedef enum NodeType {
NODE_SEPARATE_RGB = 5000,
NODE_COMBINE_RGB = 5100,
NODE_HSV = 5200,
NODE_CAMERA = 5300
NODE_CAMERA = 5300,
NODE_INVERT = 5400
} NodeType;
typedef enum NodeAttributeType {

@ -1566,6 +1566,34 @@ void MixClosureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mix_closure");
}
/* Invert */
InvertNode::InvertNode()
: ShaderNode("invert")
{
add_input("Fac", SHADER_SOCKET_FLOAT, 1.0f);
add_input("Color", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
void InvertNode::compile(SVMCompiler& compiler)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *color_in = input("Color");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(fac_in);
compiler.stack_assign(color_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_INVERT, fac_in->stack_offset, color_in->stack_offset, color_out->stack_offset);
}
void InvertNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_invert");
}
/* Mix */
MixNode::MixNode()

@ -284,6 +284,11 @@ public:
SHADER_NODE_CLASS(MixClosureNode)
};
class InvertNode : public ShaderNode {
public:
SHADER_NODE_CLASS(InvertNode)
};
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)

@ -77,7 +77,7 @@ void register_node_type_sh_invert(bNodeTreeType *ttype)
static bNodeType ntype;
node_type_base(ttype, &ntype, SH_NODE_INVERT, "Invert", NODE_CLASS_OP_COLOR, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_invert_in, sh_node_invert_out);
node_type_size(&ntype, 90, 80, 100);
node_type_exec(&ntype, node_shader_exec_invert);