Blender V4.5
hsv.h
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1/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
5#pragma once
6
7#include "kernel/svm/util.h"
8
9#include "util/color.h"
10
12
14 ccl_private ShaderData *sd,
15 ccl_private float *stack,
16 const uint4 node)
17{
18 uint in_color_offset;
19 uint fac_offset;
20 uint out_color_offset;
21 uint hue_offset;
22 uint sat_offset;
23 uint val_offset;
24 svm_unpack_node_uchar3(node.y, &in_color_offset, &fac_offset, &out_color_offset);
25 svm_unpack_node_uchar3(node.z, &hue_offset, &sat_offset, &val_offset);
26
27 const float fac = stack_load_float(stack, fac_offset);
28 const float3 in_color = stack_load_float3(stack, in_color_offset);
29 float3 color = in_color;
30
31 const float hue = stack_load_float(stack, hue_offset);
32 const float sat = stack_load_float(stack, sat_offset);
33 const float val = stack_load_float(stack, val_offset);
34
35 color = rgb_to_hsv(color);
36
37 color.x = fractf(color.x + hue + 0.5f);
38 color.y = saturatef(color.y * sat);
39 color.z *= val;
40
41 color = hsv_to_rgb(color);
42
43 color.x = fac * color.x + (1.0f - fac) * in_color.x;
44 color.y = fac * color.y + (1.0f - fac) * in_color.y;
45 color.z = fac * color.z + (1.0f - fac) * in_color.z;
46
47 /* Clamp color to prevent negative values caused by over saturation. */
48 color.x = max(color.x, 0.0f);
49 color.y = max(color.y, 0.0f);
50 color.z = max(color.z, 0.0f);
51
52 if (stack_valid(out_color_offset)) {
53 stack_store_float3(stack, out_color_offset, color);
54 }
55}
56
void rgb_to_hsv(float r, float g, float b, float *r_h, float *r_s, float *r_v)
void hsv_to_rgb(float h, float s, float v, float *r_r, float *r_g, float *r_b)
Definition math_color.cc:21
unsigned int uint
ccl_device_inline float stack_load_float(const ccl_private float *stack, const uint a)
ccl_device_inline void stack_store_float3(ccl_private float *stack, const uint a, const float3 f)
ccl_device_forceinline void svm_unpack_node_uchar3(const uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline bool stack_valid(const uint a)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(const ccl_private float *stack, const uint a)
#define ccl_private
const ThreadKernelGlobalsCPU * KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
#define saturatef(x)
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, const uint4 node)
Definition hsv.h:13
MINLINE float fractf(float a)
float z
Definition sky_float3.h:27
float y
Definition sky_float3.h:27
float x
Definition sky_float3.h:27
uint y
Definition types_uint4.h:13
uint z
Definition types_uint4.h:13
max
Definition text_draw.cc:251