This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/compositor/operations/COM_MixHueOperation.cpp
Jeroen Bakker 6418cd92b2 Fix for 34703 Mix node (Hue, Saturation) update and rendering error
Fix for 34494 Blender 2.65 regression test error - compo_map_uv_cubes.blend - stripe/artifact between cubes

Hue and saturation node has an early break when saturarion is 0. When this happened the input 1 color needed to be used. This behaviour was not merged.

When no FSAA is used in the ZCombine. a mask will be created, this mask will be antialiased and based on this mask the colors between the two images are blended. This was also behaviour that was not merged correctly. Now it is back making much better z-combines.

Hope nobody uses these gabs as a work around.

 - At Mind -
Jeroen & Monique
2013-04-04 19:53:30 +00:00

66 lines
2.0 KiB
C++

/*
* 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
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_MixHueOperation.h"
extern "C" {
#include "BLI_math.h"
}
MixHueOperation::MixHueOperation() : MixBaseOperation()
{
/* pass */
}
void MixHueOperation::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
float inputColor1[4];
float inputColor2[4];
float value;
this->m_inputValueOperation->read(&value, x, y, sampler);
this->m_inputColor1Operation->read(&inputColor1[0], x, y, sampler);
this->m_inputColor2Operation->read(&inputColor2[0], x, y, sampler);
if (this->useValueAlphaMultiply()) {
value *= inputColor2[3];
}
float valuem = 1.0f - value;
float colH, colS, colV;
rgb_to_hsv(inputColor2[0], inputColor2[1], inputColor2[2], &colH, &colS, &colV);
if (colS != 0.0f) {
float rH, rS, rV;
float tmpr, tmpg, tmpb;
rgb_to_hsv(inputColor1[0], inputColor1[1], inputColor1[2], &rH, &rS, &rV);
hsv_to_rgb(colH, rS, rV, &tmpr, &tmpg, &tmpb);
output[0] = valuem * (inputColor1[0]) + value * tmpr;
output[1] = valuem * (inputColor1[1]) + value * tmpg;
output[2] = valuem * (inputColor1[2]) + value * tmpb;
} else {
copy_v3_v3(output, inputColor1);
}
output[3] = inputColor1[3];
clampIfNeeded(output);
}