Blender V4.3
sepcomb_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
8
11 ccl_private float *stack,
12 uint hue_in,
13 uint saturation_in,
14 uint value_in,
15 int offset)
16{
17 uint4 node1 = read_node(kg, &offset);
18 uint color_out = node1.y;
19
20 float hue = stack_load_float(stack, hue_in);
21 float saturation = stack_load_float(stack, saturation_in);
22 float value = stack_load_float(stack, value_in);
23
24 /* Combine, and convert back to RGB */
25 float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
26
27 if (stack_valid(color_out)) {
28 stack_store_float3(stack, color_out, color);
29 }
30 return offset;
31}
32
35 ccl_private float *stack,
36 uint color_in,
37 uint hue_out,
38 uint saturation_out,
39 int offset)
40{
41 uint4 node1 = read_node(kg, &offset);
42 uint value_out = node1.y;
43
44 float3 color = stack_load_float3(stack, color_in);
45
46 /* Convert to HSV */
47 color = rgb_to_hsv(color);
48
49 if (stack_valid(hue_out))
50 stack_store_float(stack, hue_out, color.x);
51 if (stack_valid(saturation_out))
52 stack_store_float(stack, saturation_out, color.y);
53 if (stack_valid(value_out))
54 stack_store_float(stack, value_out, color.z);
55 return offset;
56}
57
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
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_private
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_forceinline float3 make_float3(const float x, const float y, const float z)
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_inline uint4 read_node(KernelGlobals kg, ccl_private int *offset)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
ccl_device_inline bool stack_valid(uint a)
ShaderData
ccl_device_noinline int svm_node_separate_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint color_in, uint hue_out, uint saturation_out, int offset)
Definition sepcomb_hsv.h:33
CCL_NAMESPACE_BEGIN ccl_device_noinline int svm_node_combine_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint hue_in, uint saturation_in, uint value_in, int offset)
Definition sepcomb_hsv.h:9
uint y
Definition types_uint4.h:15