blender/intern/cycles/kernel/svm/svm_hsv.h

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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.
*/
#ifndef __SVM_HSV_H__
#define __SVM_HSV_H__
CCL_NAMESPACE_BEGIN
__device float3 rgb_to_hsv(float3 rgb)
{
float cmax, cmin, h, s, v, cdelta;
float3 c;
cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
cmin = min(rgb.x, min(rgb.y, rgb.z));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0f) {
s = cdelta/cmax;
}
else {
s = 0.0f;
h = 0.0f;
}
if(s == 0.0f) {
h = 0.0f;
}
else {
float3 cmax3 = make_float3(cmax, cmax, cmax);
c = (cmax3 - rgb)/cdelta;
if(rgb.x == cmax) h = c.z - c.y;
else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
else h = 4.0f + c.y - c.x;
h /= 6.0f;
if(h < 0.0f)
h += 1.0f;
}
return make_float3(h, s, v);
}
__device float3 hsv_to_rgb(float3 hsv)
{
float i, f, p, q, t, h, s, v;
float3 rgb;
h = hsv.x;
s = hsv.y;
v = hsv.z;
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if(s == 0.0f) {
rgb = make_float3(v, v, v);
}
else {
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if(h == 1.0f)
h = 0.0f;
h *= 6.0f;
i = floor(h);
f = h - i;
rgb = make_float3(f, f, f);
p = v*(1.0f-s);
q = v*(1.0f-(s*f));
t = v*(1.0f-(s*(1.0f-f)));
if(i == 0.0f) rgb = make_float3(v, t, p);
else if(i == 1.0f) rgb = make_float3(q, v, p);
else if(i == 2.0f) rgb = make_float3(p, v, t);
else if(i == 3.0f) rgb = make_float3(p, q, v);
else if(i == 4.0f) rgb = make_float3(t, p, v);
else rgb = make_float3(v, p, q);
}
return rgb;
}
__device void svm_node_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_color_offset, uint fac_offset, uint out_color_offset, int *offset)
{
/* read extra data */
uint4 node1 = read_node(kg, offset);
float fac = stack_load_float(stack, fac_offset);
float3 in_color = stack_load_float3(stack, in_color_offset);
float3 color = in_color;
float hue = stack_load_float(stack, node1.y);
float sat = stack_load_float(stack, node1.z);
float val = stack_load_float(stack, node1.w);
color = rgb_to_hsv(color);
/* remember: fmod doesn't work for negative numbers here */
color.x += hue + 0.5f;
color.x = fmod(color.x, 1.0f);
color.y *= sat;
color.z *= val;
color = hsv_to_rgb(color);
color.x = fac*color.x + (1.0f - fac)*in_color.x;
color.y = fac*color.y + (1.0f - fac)*in_color.y;
color.z = fac*color.z + (1.0f - fac)*in_color.z;
if (stack_valid(out_color_offset))
stack_store_float3(stack, out_color_offset, color);
}
CCL_NAMESPACE_END
#endif /* __SVM_HSV_H__ */