Files
test2/intern/cycles/kernel/osl/shaders/node_mix.osl

326 lines
7.1 KiB
Plaintext

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#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_exclusion(float t, color col1, color col2)
{
return max(mix(col1, col1 + col2 - 2.0 * col1 * col2, t), 0.0);
}
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 == "exclusion")
Color = node_mix_exclusion(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);
}