blender/intern/cycles/kernel/svm/svm_sepcomb_hsv.h
Sergey Sharybin c5927cd977 Revert "Fix T42888: Separate and Combine HSV distorts the hue value"
This reverts commit 1549fea9995c348bc14a9105df5e460644e2b33a.

After some further discussion with other developers in the team it becomes
clear there's no correct solution here. It is just more matter of what's
more convenient in particular case.

We're just going back to old code to avoid possible frustration with the
older files in newer blenders. This also means all HSV/HSL is considered
to be "linear" in the shading nodes.

Would be ported to 2.73 final.
2014-12-29 18:14:08 +05:00

55 lines
1.7 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device void svm_node_combine_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint hue_in, uint saturation_in, uint value_in, int *offset)
{
uint4 node1 = read_node(kg, offset);
uint color_out = node1.y;
float hue = stack_load_float(stack, hue_in);
float saturation = stack_load_float(stack, saturation_in);
float value = stack_load_float(stack, value_in);
/* Combine, and convert back to RGB */
float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
if (stack_valid(color_out))
stack_store_float3(stack, color_out, color);
}
ccl_device void svm_node_separate_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint color_in, uint hue_out, uint saturation_out, int *offset)
{
uint4 node1 = read_node(kg, offset);
uint value_out = node1.y;
float3 color = stack_load_float3(stack, color_in);
/* Convert to HSV */
color = rgb_to_hsv(color);
if (stack_valid(hue_out))
stack_store_float(stack, hue_out, color.x);
if (stack_valid(saturation_out))
stack_store_float(stack, saturation_out, color.y);
if (stack_valid(value_out))
stack_store_float(stack, value_out, color.z);
}
CCL_NAMESPACE_END