blender/intern/cycles/kernel/osl/nodes/node_mix.osl

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/*
* 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"
color rgb_to_hsv(color rgb)
{
float cmax, cmin, h, s, v, cdelta;
color c;
cmax = max(rgb[0], max(rgb[1], rgb[2]));
cmin = min(rgb[0], min(rgb[1], rgb[2]));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0) {
s = cdelta/cmax;
}
else {
s = 0.0;
h = 0.0;
}
if(s == 0.0) {
h = 0.0;
}
else {
c = (color(cmax, cmax, cmax) - rgb)/cdelta;
if(rgb[0] == cmax) h = c[2] - c[1];
else if(rgb[1] == cmax) h = 2.0 + c[0] - c[2];
else h = 4.0 + c[1] - c[0];
h /= 6.0;
if(h < 0.0)
h += 1.0;
}
return color(h, s, v);
}
color hsv_to_rgb(color hsv)
{
float i, f, p, q, t, h, s, v;
color rgb;
h = hsv[0];
s = hsv[1];
v = hsv[2];
if(s==0.0) {
rgb = color(v, v, v);
}
else {
if(h==1.0)
h = 0.0;
h *= 6.0;
i = floor(h);
f = h - i;
rgb = color(f, f, f);
p = v*(1.0-s);
q = v*(1.0-(s*f));
t = v*(1.0-(s*(1.0-f)));
if(i == 0.0) rgb = color(v, t, p);
else if(i == 1.0) rgb = color(q, v, p);
else if(i == 2.0) rgb = color(p, v, t);
else if(i == 3.0) rgb = color(p, q, v);
else if(i == 4.0) rgb = color(t, p, v);
else rgb = color(v, p, q);
}
return rgb;
}
color node_mix_blend(float t, color col1, color col2)
{
return mix(col1, col2, t);
}
color node_mix_add(float t, color col1, color col2)
{
return mix(col1, col1 + col2, t);
}
color node_mix_mul(float t, color col1, color col2)
{
return mix(col1, col1 * col2, t);
}
color node_mix_screen(float t, color col1, color col2)
{
float tm = 1.0 - t;
return color(1.0) - (color(tm) + t*(color(1.0) - col2))*(color(1.0) - col1);
}
color node_mix_overlay(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
if(outcol[0] < 0.5)
outcol[0] *= tm + 2.0*t*col2[0];
else
outcol[0] = 1.0 - (tm + 2.0*t*(1.0 - col2[0]))*(1.0 - outcol[0]);
if(outcol[1] < 0.5)
outcol[1] *= tm + 2.0*t*col2[1];
else
outcol[1] = 1.0 - (tm + 2.0*t*(1.0 - col2[1]))*(1.0 - outcol[1]);
if(outcol[2] < 0.5)
outcol[2] *= tm + 2.0*t*col2[2];
else
outcol[2] = 1.0 - (tm + 2.0*t*(1.0 - col2[2]))*(1.0 - outcol[2]);
return outcol;
}
color node_mix_sub(float t, color col1, color col2)
{
return mix(col1, col1 - col2, t);
}
color node_mix_div(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
if(col2[0] != 0.0) outcol[0] = tm*outcol[0] + t*outcol[0]/col2[0];
if(col2[1] != 0.0) outcol[1] = tm*outcol[1] + t*outcol[1]/col2[1];
if(col2[2] != 0.0) outcol[2] = tm*outcol[2] + t*outcol[2]/col2[2];
return outcol;
}
color node_mix_diff(float t, color col1, color col2)
{
return mix(col1, abs(col1 - col2), t);
}
color node_mix_dark(float t, color col1, color col2)
{
return min(col1, col2*t);
}
color node_mix_light(float t, color col1, color col2)
{
return max(col1, col2*t);
}
color node_mix_dodge(float t, color col1, color col2)
{
color outcol = col1;
if(outcol[0] != 0.0) {
float tmp = 1.0 - t*col2[0];
if(tmp <= 0.0)
outcol[0] = 1.0;
else if((tmp = outcol[0]/tmp) > 1.0)
outcol[0] = 1.0;
else
outcol[0] = tmp;
}
if(outcol[1] != 0.0) {
float tmp = 1.0 - t*col2[1];
if(tmp <= 0.0)
outcol[1] = 1.0;
else if((tmp = outcol[1]/tmp) > 1.0)
outcol[1] = 1.0;
else
outcol[1] = tmp;
}
if(outcol[2] != 0.0) {
float tmp = 1.0 - t*col2[2];
if(tmp <= 0.0)
outcol[2] = 1.0;
else if((tmp = outcol[2]/tmp) > 1.0)
outcol[2] = 1.0;
else
outcol[2] = tmp;
}
return outcol;
}
color node_mix_burn(float t, color col1, color col2)
{
float tmp, tm = 1.0 - t;
color outcol = col1;
tmp = tm + t*col2[0];
if(tmp <= 0.0)
outcol[0] = 0.0;
else if((tmp = (1.0 - (1.0 - outcol[0])/tmp)) < 0.0)
outcol[0] = 0.0;
else if(tmp > 1.0)
outcol[0] = 1.0;
else
outcol[0] = tmp;
tmp = tm + t*col2[1];
if(tmp <= 0.0)
outcol[1] = 0.0;
else if((tmp = (1.0 - (1.0 - outcol[1])/tmp)) < 0.0)
outcol[1] = 0.0;
else if(tmp > 1.0)
outcol[1] = 1.0;
else
outcol[1] = tmp;
tmp = tm + t*col2[2];
if(tmp <= 0.0)
outcol[2] = 0.0;
else if((tmp = (1.0 - (1.0 - outcol[2])/tmp)) < 0.0)
outcol[2] = 0.0;
else if(tmp > 1.0)
outcol[2] = 1.0;
else
outcol[2] = tmp;
return outcol;
}
color node_mix_hue(float t, color col1, color col2)
{
color outcol = col1;
color hsv2 = rgb_to_hsv(col2);
if(hsv2[1] != 0.0) {
color hsv = rgb_to_hsv(outcol);
hsv[0] = hsv2[0];
color tmp = hsv_to_rgb(hsv);
outcol = mix(outcol, tmp, t);
}
return outcol;
}
color node_mix_sat(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
color hsv = rgb_to_hsv(outcol);
if(hsv[1] != 0.0) {
color hsv2 = rgb_to_hsv(col2);
hsv[1] = tm*hsv[1] + t*hsv2[1];
outcol = hsv_to_rgb(hsv);
}
return outcol;
}
color node_mix_val(float t, color col1, color col2)
{
float tm = 1.0 - t;
color hsv = rgb_to_hsv(col1);
color hsv2 = rgb_to_hsv(col2);
hsv[2] = tm*hsv[2] + t*hsv2[2];
return hsv_to_rgb(hsv);
}
color node_mix_color(float t, color col1, color col2)
{
color outcol = col1;
color hsv2 = rgb_to_hsv(col2);
if(hsv2[1] != 0.0) {
color hsv = rgb_to_hsv(outcol);
hsv[0] = hsv2[0];
hsv[1] = hsv2[1];
color tmp = hsv_to_rgb(hsv);
outcol = mix(outcol, tmp, t);
}
return outcol;
}
color node_mix_soft(float t, color col1, color col2)
{
float tm = 1.0 - t;
color one= color(1.0);
color scr= one - (one - col2)*(one - col1);
return tm*col1 + t*((one - col1)*col2*col1 + col1*scr);
}
color node_mix_linear(float t, color col1, color col2)
{
color outcol = col1;
if(col2[0] > 0.5)
outcol[0]= col1[0] + t*(2.0*(col2[0] - 0.5));
else
outcol[0]= col1[0] + t*(2.0*(col2[0]) - 1.0);
if(col2[1] > 0.5)
outcol[1]= col1[1] + t*(2.0*(col2[1] - 0.5));
else
outcol[1]= col1[1] + t*(2.0*(col2[1]) - 1.0);
if(col2[2] > 0.5)
outcol[2]= col1[2] + t*(2.0*(col2[2] - 0.5));
else
outcol[2]= col1[2] + t*(2.0*(col2[2]) - 1.0);
return outcol;
}
shader node_mix(
string type = "Mix",
float Fac = 0.5,
color Color1 = color(0.0, 0.0, 0.0),
color Color2 = color(0.0, 0.0, 0.0),
output color Color = color(0.0, 0.0, 0.0))
{
float t = clamp(Fac, 0.0, 1.0);
if(type == "Mix")
Color = node_mix_blend(t, Color1, Color2);
if(type == "Add")
Color = node_mix_add(t, Color1, Color2);
if(type == "Multiply")
Color = node_mix_mul(t, Color1, Color2);
if(type == "Screen")
Color = node_mix_screen(t, Color1, Color2);
if(type == "Overlay")
Color = node_mix_overlay(t, Color1, Color2);
if(type == "Subtract")
Color = node_mix_sub(t, Color1, Color2);
if(type == "Divide")
Color = node_mix_div(t, Color1, Color2);
if(type == "Difference")
Color = node_mix_diff(t, Color1, Color2);
if(type == "Darken")
Color = node_mix_dark(t, Color1, Color2);
if(type == "Lighten")
Color = node_mix_light(t, Color1, Color2);
if(type == "Dodge")
Color = node_mix_dodge(t, Color1, Color2);
if(type == "Burn")
Color = node_mix_burn(t, Color1, Color2);
if(type == "Hue")
Color = node_mix_hue(t, Color1, Color2);
if(type == "Saturation")
Color = node_mix_sat(t, Color1, Color2);
if(type == "Value")
Color = node_mix_val (t, Color1, Color2);
if(type == "Color")
Color = node_mix_color(t, Color1, Color2);
if(type == "Soft Light")
Color = node_mix_soft(t, Color1, Color2);
if(type == "Linear Light")
Color = node_mix_linear(t, Color1, Color2);
}