2011-12-02 16:57:37 +00:00
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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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#ifndef __SVM_HSV_H__
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#define __SVM_HSV_H__
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CCL_NAMESPACE_BEGIN
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__device float3 rgb_to_hsv(float3 rgb)
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{
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float cmax, cmin, h, s, v, cdelta;
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float3 c;
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cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
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cmin = min(rgb.x, min(rgb.y, rgb.z));
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cdelta = cmax - cmin;
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v = cmax;
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if(cmax != 0.0f) {
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s = cdelta/cmax;
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}
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else {
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s = 0.0f;
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h = 0.0f;
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}
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if(s == 0.0f) {
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h = 0.0f;
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}
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else {
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float3 cmax3 = make_float3(cmax, cmax, cmax);
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c = (cmax3 - rgb)/cdelta;
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if(rgb.x == cmax) h = c.z - c.y;
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else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
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else h = 4.0f + c.y - c.x;
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h /= 6.0f;
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if(h < 0.0f)
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h += 1.0f;
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}
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return make_float3(h, s, v);
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}
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__device float3 hsv_to_rgb(float3 hsv)
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{
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float i, f, p, q, t, h, s, v;
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float3 rgb;
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h = hsv.x;
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s = hsv.y;
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v = hsv.z;
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2012-09-20 12:29:28 +00:00
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if(s == 0.0f) {
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2011-12-02 16:57:37 +00:00
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rgb = make_float3(v, v, v);
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}
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else {
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2012-09-20 12:29:28 +00:00
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if(h == 1.0f)
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2011-12-02 16:57:37 +00:00
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h = 0.0f;
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h *= 6.0f;
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i = floor(h);
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f = h - i;
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rgb = make_float3(f, f, f);
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p = v*(1.0f-s);
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q = v*(1.0f-(s*f));
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t = v*(1.0f-(s*(1.0f-f)));
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if(i == 0.0f) rgb = make_float3(v, t, p);
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else if(i == 1.0f) rgb = make_float3(q, v, p);
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else if(i == 2.0f) rgb = make_float3(p, v, t);
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else if(i == 3.0f) rgb = make_float3(p, q, v);
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else if(i == 4.0f) rgb = make_float3(t, p, v);
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else rgb = make_float3(v, p, q);
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}
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return rgb;
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}
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__device void svm_node_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_color_offset, uint fac_offset, uint out_color_offset, int *offset)
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{
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/* read extra data */
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uint4 node1 = read_node(kg, offset);
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float fac = stack_load_float(stack, fac_offset);
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float3 in_color = stack_load_float3(stack, in_color_offset);
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float3 color = in_color;
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float hue = stack_load_float(stack, node1.y);
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float sat = stack_load_float(stack, node1.z);
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float val = stack_load_float(stack, node1.w);
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color = rgb_to_hsv(color);
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2011-12-29 05:40:48 +00:00
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// remember: fmod doesn't work for negative numbers
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color.x += hue + 0.5f;
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2011-12-02 16:57:37 +00:00
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color.x = fmod(color.x, 1.0f);
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color.y *= sat;
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color.z *= val;
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color = hsv_to_rgb(color);
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color.x = fac*color.x + (1.0f - fac)*in_color.x;
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color.y = fac*color.y + (1.0f - fac)*in_color.y;
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color.z = fac*color.z + (1.0f - fac)*in_color.z;
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if (stack_valid(out_color_offset))
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stack_store_float3(stack, out_color_offset, color);
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}
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CCL_NAMESPACE_END
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#endif /* __SVM_HSV_H__ */
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