This repository has been archived on 2023-10-09.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/intern/cycles/kernel/shaders/node_mix.osl
Kévin Dietrich b980cd163a Cycles: fix compilation of OSL shaders following API change
The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e).

Ref T82561.
2020-11-10 18:59:30 +01:00

331 lines
7.4 KiB
Plaintext

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "node_color.h"
#include "stdcycles.h"
color node_mix_blend(float t, color col1, color col2)
{
return mix(col1, col2, t);
}
color node_mix_add(float t, color col1, color col2)
{
return mix(col1, col1 + col2, t);
}
color node_mix_mul(float t, color col1, color col2)
{
return mix(col1, col1 * col2, t);
}
color node_mix_screen(float t, color col1, color col2)
{
float tm = 1.0 - t;
return color(1.0) - (color(tm) + t * (color(1.0) - col2)) * (color(1.0) - col1);
}
color node_mix_overlay(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
if (outcol[0] < 0.5)
outcol[0] *= tm + 2.0 * t * col2[0];
else
outcol[0] = 1.0 - (tm + 2.0 * t * (1.0 - col2[0])) * (1.0 - outcol[0]);
if (outcol[1] < 0.5)
outcol[1] *= tm + 2.0 * t * col2[1];
else
outcol[1] = 1.0 - (tm + 2.0 * t * (1.0 - col2[1])) * (1.0 - outcol[1]);
if (outcol[2] < 0.5)
outcol[2] *= tm + 2.0 * t * col2[2];
else
outcol[2] = 1.0 - (tm + 2.0 * t * (1.0 - col2[2])) * (1.0 - outcol[2]);
return outcol;
}
color node_mix_sub(float t, color col1, color col2)
{
return mix(col1, col1 - col2, t);
}
color node_mix_div(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
if (col2[0] != 0.0)
outcol[0] = tm * outcol[0] + t * outcol[0] / col2[0];
if (col2[1] != 0.0)
outcol[1] = tm * outcol[1] + t * outcol[1] / col2[1];
if (col2[2] != 0.0)
outcol[2] = tm * outcol[2] + t * outcol[2] / col2[2];
return outcol;
}
color node_mix_diff(float t, color col1, color col2)
{
return mix(col1, abs(col1 - col2), t);
}
color node_mix_dark(float t, color col1, color col2)
{
return mix(col1, min(col1, col2), t);
}
color node_mix_light(float t, color col1, color col2)
{
return mix(col1, max(col1, col2), t);
}
color node_mix_dodge(float t, color col1, color col2)
{
color outcol = col1;
if (outcol[0] != 0.0) {
float tmp = 1.0 - t * col2[0];
if (tmp <= 0.0)
outcol[0] = 1.0;
else if ((tmp = outcol[0] / tmp) > 1.0)
outcol[0] = 1.0;
else
outcol[0] = tmp;
}
if (outcol[1] != 0.0) {
float tmp = 1.0 - t * col2[1];
if (tmp <= 0.0)
outcol[1] = 1.0;
else if ((tmp = outcol[1] / tmp) > 1.0)
outcol[1] = 1.0;
else
outcol[1] = tmp;
}
if (outcol[2] != 0.0) {
float tmp = 1.0 - t * col2[2];
if (tmp <= 0.0)
outcol[2] = 1.0;
else if ((tmp = outcol[2] / tmp) > 1.0)
outcol[2] = 1.0;
else
outcol[2] = tmp;
}
return outcol;
}
color node_mix_burn(float t, color col1, color col2)
{
float tmp, tm = 1.0 - t;
color outcol = col1;
tmp = tm + t * col2[0];
if (tmp <= 0.0)
outcol[0] = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol[0]) / tmp)) < 0.0)
outcol[0] = 0.0;
else if (tmp > 1.0)
outcol[0] = 1.0;
else
outcol[0] = tmp;
tmp = tm + t * col2[1];
if (tmp <= 0.0)
outcol[1] = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol[1]) / tmp)) < 0.0)
outcol[1] = 0.0;
else if (tmp > 1.0)
outcol[1] = 1.0;
else
outcol[1] = tmp;
tmp = tm + t * col2[2];
if (tmp <= 0.0)
outcol[2] = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol[2]) / tmp)) < 0.0)
outcol[2] = 0.0;
else if (tmp > 1.0)
outcol[2] = 1.0;
else
outcol[2] = tmp;
return outcol;
}
color node_mix_hue(float t, color col1, color col2)
{
color outcol = col1;
color hsv2 = rgb_to_hsv(col2);
if (hsv2[1] != 0.0) {
color hsv = rgb_to_hsv(outcol);
hsv[0] = hsv2[0];
color tmp = hsv_to_rgb(hsv);
outcol = mix(outcol, tmp, t);
}
return outcol;
}
color node_mix_sat(float t, color col1, color col2)
{
float tm = 1.0 - t;
color outcol = col1;
color hsv = rgb_to_hsv(outcol);
if (hsv[1] != 0.0) {
color hsv2 = rgb_to_hsv(col2);
hsv[1] = tm * hsv[1] + t * hsv2[1];
outcol = hsv_to_rgb(hsv);
}
return outcol;
}
color node_mix_val(float t, color col1, color col2)
{
float tm = 1.0 - t;
color hsv = rgb_to_hsv(col1);
color hsv2 = rgb_to_hsv(col2);
hsv[2] = tm * hsv[2] + t * hsv2[2];
return hsv_to_rgb(hsv);
}
color node_mix_color(float t, color col1, color col2)
{
color outcol = col1;
color hsv2 = rgb_to_hsv(col2);
if (hsv2[1] != 0.0) {
color hsv = rgb_to_hsv(outcol);
hsv[0] = hsv2[0];
hsv[1] = hsv2[1];
color tmp = hsv_to_rgb(hsv);
outcol = mix(outcol, tmp, t);
}
return outcol;
}
color node_mix_soft(float t, color col1, color col2)
{
float tm = 1.0 - t;
color one = color(1.0);
color scr = one - (one - col2) * (one - col1);
return tm * col1 + t * ((one - col1) * col2 * col1 + col1 * scr);
}
color node_mix_linear(float t, color col1, color col2)
{
color outcol = col1;
if (col2[0] > 0.5)
outcol[0] = col1[0] + t * (2.0 * (col2[0] - 0.5));
else
outcol[0] = col1[0] + t * (2.0 * (col2[0]) - 1.0);
if (col2[1] > 0.5)
outcol[1] = col1[1] + t * (2.0 * (col2[1] - 0.5));
else
outcol[1] = col1[1] + t * (2.0 * (col2[1]) - 1.0);
if (col2[2] > 0.5)
outcol[2] = col1[2] + t * (2.0 * (col2[2] - 0.5));
else
outcol[2] = col1[2] + t * (2.0 * (col2[2]) - 1.0);
return outcol;
}
color node_mix_clamp(color col)
{
color outcol = col;
outcol[0] = clamp(col[0], 0.0, 1.0);
outcol[1] = clamp(col[1], 0.0, 1.0);
outcol[2] = clamp(col[2], 0.0, 1.0);
return outcol;
}
shader node_mix(string mix_type = "mix",
int use_clamp = 0,
float Fac = 0.5,
color Color1 = 0.0,
color Color2 = 0.0,
output color Color = 0.0)
{
float t = clamp(Fac, 0.0, 1.0);
if (mix_type == "mix")
Color = node_mix_blend(t, Color1, Color2);
if (mix_type == "add")
Color = node_mix_add(t, Color1, Color2);
if (mix_type == "multiply")
Color = node_mix_mul(t, Color1, Color2);
if (mix_type == "screen")
Color = node_mix_screen(t, Color1, Color2);
if (mix_type == "overlay")
Color = node_mix_overlay(t, Color1, Color2);
if (mix_type == "subtract")
Color = node_mix_sub(t, Color1, Color2);
if (mix_type == "divide")
Color = node_mix_div(t, Color1, Color2);
if (mix_type == "difference")
Color = node_mix_diff(t, Color1, Color2);
if (mix_type == "darken")
Color = node_mix_dark(t, Color1, Color2);
if (mix_type == "lighten")
Color = node_mix_light(t, Color1, Color2);
if (mix_type == "dodge")
Color = node_mix_dodge(t, Color1, Color2);
if (mix_type == "burn")
Color = node_mix_burn(t, Color1, Color2);
if (mix_type == "hue")
Color = node_mix_hue(t, Color1, Color2);
if (mix_type == "saturation")
Color = node_mix_sat(t, Color1, Color2);
if (mix_type == "value")
Color = node_mix_val(t, Color1, Color2);
if (mix_type == "color")
Color = node_mix_color(t, Color1, Color2);
if (mix_type == "soft_light")
Color = node_mix_soft(t, Color1, Color2);
if (mix_type == "linear_light")
Color = node_mix_linear(t, Color1, Color2);
if (use_clamp)
Color = node_mix_clamp(Color);
}