Invert Color Cycles Node
as with the HSV node the OSL code is relying on the (yet to be implemented) autorename. Also the svm code could use mix (svm_lerp) instead: 32 . float3 color_inv = make_float3(1.0f, 1.0f, 1.0f) - color; 35 . . stack_store_float3(stack, out_color, svm_lerp(color_inv, color, factor)); I have a feeling that each node 'program' should have the least program as possible. I'll see with Brecht later. But overall I don't know if that's any fast. And apart from that I think we will need this kind of function to move to a library if multiple functions linked in are not a problem.
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intern/cycles/kernel/svm/svm_invert.h
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40
intern/cycles/kernel/svm/svm_invert.h
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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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CCL_NAMESPACE_BEGIN
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__device float invert(float color, float factor)
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{
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return factor*(1.0f - color) + (1.0f - factor) * color;
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}
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__device void svm_node_invert(ShaderData *sd, float *stack, uint in_fac, uint in_color, uint out_color)
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{
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float factor = stack_load_float(stack, in_fac);
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float3 color = stack_load_float3(stack, in_color);
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color.x = invert(color.x, factor);
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color.y = invert(color.y, factor);
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color.z = invert(color.z, factor);
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if (stack_valid(out_color))
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stack_store_float3(stack, out_color, color);
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}
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CCL_NAMESPACE_END
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