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.
This commit is contained in:
Dalai Felinto
2011-12-03 23:05:35 +00:00
parent 7691e05e40
commit d15c5e51a1
11 changed files with 118 additions and 3 deletions

View File

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/*
* 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
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* along with this program; if not, write to the Free Software Foundation,
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*/
CCL_NAMESPACE_BEGIN
__device float invert(float color, float factor)
{
return factor*(1.0f - color) + (1.0f - factor) * color;
}
__device void svm_node_invert(ShaderData *sd, float *stack, uint in_fac, uint in_color, uint out_color)
{
float factor = stack_load_float(stack, in_fac);
float3 color = stack_load_float3(stack, in_color);
color.x = invert(color.x, factor);
color.y = invert(color.y, factor);
color.z = invert(color.z, factor);
if (stack_valid(out_color))
stack_store_float3(stack, out_color, color);
}
CCL_NAMESPACE_END