* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
57 lines
1.9 KiB
C
57 lines
1.9 KiB
C
/* SPDX-License-Identifier: Apache-2.0
|
|
* Copyright 2011-2022 Blender Foundation */
|
|
|
|
#pragma once
|
|
|
|
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)
|
|
{
|
|
uint4 node1 = read_node(kg, &offset);
|
|
uint color_out = node1.y;
|
|
|
|
float hue = stack_load_float(stack, hue_in);
|
|
float saturation = stack_load_float(stack, saturation_in);
|
|
float value = stack_load_float(stack, value_in);
|
|
|
|
/* Combine, and convert back to RGB */
|
|
float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
|
|
|
|
if (stack_valid(color_out))
|
|
stack_store_float3(stack, color_out, color);
|
|
return offset;
|
|
}
|
|
|
|
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)
|
|
{
|
|
uint4 node1 = read_node(kg, &offset);
|
|
uint value_out = node1.y;
|
|
|
|
float3 color = stack_load_float3(stack, color_in);
|
|
|
|
/* Convert to HSV */
|
|
color = rgb_to_hsv(color);
|
|
|
|
if (stack_valid(hue_out))
|
|
stack_store_float(stack, hue_out, color.x);
|
|
if (stack_valid(saturation_out))
|
|
stack_store_float(stack, saturation_out, color.y);
|
|
if (stack_valid(value_out))
|
|
stack_store_float(stack, value_out, color.z);
|
|
return offset;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|