/* * 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; if(s == 0.0f) { rgb = make_float3(v, v, v); } else { if(h == 1.0f) h = 0.0f; h *= 6.0f; i = floorf(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 = fmodf(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__ */