HSV Color Node for Cycles

.........................
note, the OSL code has a problem.
In the original node the input and output nodes have the same name (Color).
So this will be fixed here once Brecht come up with a nice autorenaming (or we do a doversion patch) for that.
This commit is contained in:
Dalai Felinto
2011-12-02 16:57:37 +00:00
parent f96aad6688
commit 4fd2736487
14 changed files with 309 additions and 150 deletions

View File

@@ -446,6 +446,9 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
else if(string_iequals(node.name(), "separate_rgb")) {
snode = new SeparateRGBNode();
}
else if(string_iequals(node.name(), "hsv")) {
snode = new HSVNode();
}
else if(string_iequals(node.name(), "attribute")) {
AttributeNode *attr = new AttributeNode();
xml_read_ustring(&attr->attribute, node, "attribute");

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@@ -131,7 +131,6 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
case BL::ShaderNode::type_CURVE_RGB: break;
case BL::ShaderNode::type_CURVE_VEC: break;
case BL::ShaderNode::type_GEOMETRY: break;
case BL::ShaderNode::type_HUE_SAT: break;
case BL::ShaderNode::type_INVERT: break;
case BL::ShaderNode::type_MATERIAL: break;
case BL::ShaderNode::type_MATERIAL_EXT: break;
@@ -171,6 +170,10 @@ static ShaderNode *add_node(BL::BlendData b_data, ShaderGraph *graph, BL::Node *
node = new CombineRGBNode();
break;
}
case BL::ShaderNode::type_HUE_SAT: {
node = new HSVNode();
break;
}
case BL::ShaderNode::type_RGBTOBW: {
node = new ConvertNode(SHADER_SOCKET_COLOR, SHADER_SOCKET_FLOAT);
break;

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@@ -60,6 +60,7 @@ set(SRC_SVM_HEADERS
svm/svm_fresnel.h
svm/svm_geometry.h
svm/svm_gradient.h
svm/svm_hsv.h
svm/svm_image.h
svm/svm_light_path.h
svm/svm_magic.h

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@@ -21,6 +21,7 @@ set(SRC_OSL
node_geometry.osl
node_glass_bsdf.osl
node_glossy_bsdf.osl
node_hsv.osl
node_image_texture.osl
node_light_path.osl
node_magic_texture.osl

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@@ -48,3 +48,78 @@ color color_scene_linear_to_srgb(color c)
color_scene_linear_to_srgb(c[2]));
}
/* Color Operations */
color rgb_to_hsv(color rgb)
{
float cmax, cmin, h, s, v, cdelta;
color c;
cmax = max(rgb[0], max(rgb[1], rgb[2]));
cmin = min(rgb[0], min(rgb[1], rgb[2]));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0) {
s = cdelta/cmax;
}
else {
s = 0.0;
h = 0.0;
}
if(s == 0.0) {
h = 0.0;
}
else {
c = (color(cmax, cmax, cmax) - rgb)/cdelta;
if(rgb[0] == cmax) h = c[2] - c[1];
else if(rgb[1] == cmax) h = 2.0 + c[0] - c[2];
else h = 4.0 + c[1] - c[0];
h /= 6.0;
if(h < 0.0)
h += 1.0;
}
return color(h, s, v);
}
color hsv_to_rgb(color hsv)
{
float i, f, p, q, t, h, s, v;
color rgb;
h = hsv[0];
s = hsv[1];
v = hsv[2];
if(s==0.0) {
rgb = color(v, v, v);
}
else {
if(h==1.0)
h = 0.0;
h *= 6.0;
i = floor(h);
f = h - i;
rgb = color(f, f, f);
p = v*(1.0-s);
q = v*(1.0-(s*f));
t = v*(1.0-(s*(1.0-f)));
if(i == 0.0) rgb = color(v, t, p);
else if(i == 1.0) rgb = color(q, v, p);
else if(i == 2.0) rgb = color(p, v, t);
else if(i == 3.0) rgb = color(p, q, v);
else if(i == 4.0) rgb = color(t, p, v);
else rgb = color(v, p, q);
}
return rgb;
}

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@@ -0,0 +1,42 @@
/*
* 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.
*/
#include "stdosl.h"
#include "node_color.h"
shader node_hsv(
float Hue = 0.5,
float Saturation = 1.0,
float Value = 1.0,
float Fac = 0.5,
color ColorIn = color(0.0, 0.0, 0.0),
output color ColorOut = color(0.0, 0.0, 0.0))
{
float t = clamp(Fac, 0.0, 1.0);
color Color = rgb_to_hsv(ColorIn);
Color[0] += Hue - 0.5;
Color[0] = fmod(Color[0], 1.0);
Color[1] *= Saturation;
Color[2] *= Value;
Color = hsv_to_rgb(Color);
ColorOut = mix(Color, ColorIn, t);
}

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@@ -17,79 +17,7 @@
*/
#include "stdosl.h"
color rgb_to_hsv(color rgb)
{
float cmax, cmin, h, s, v, cdelta;
color c;
cmax = max(rgb[0], max(rgb[1], rgb[2]));
cmin = min(rgb[0], min(rgb[1], rgb[2]));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0) {
s = cdelta/cmax;
}
else {
s = 0.0;
h = 0.0;
}
if(s == 0.0) {
h = 0.0;
}
else {
c = (color(cmax, cmax, cmax) - rgb)/cdelta;
if(rgb[0] == cmax) h = c[2] - c[1];
else if(rgb[1] == cmax) h = 2.0 + c[0] - c[2];
else h = 4.0 + c[1] - c[0];
h /= 6.0;
if(h < 0.0)
h += 1.0;
}
return color(h, s, v);
}
color hsv_to_rgb(color hsv)
{
float i, f, p, q, t, h, s, v;
color rgb;
h = hsv[0];
s = hsv[1];
v = hsv[2];
if(s==0.0) {
rgb = color(v, v, v);
}
else {
if(h==1.0)
h = 0.0;
h *= 6.0;
i = floor(h);
f = h - i;
rgb = color(f, f, f);
p = v*(1.0-s);
q = v*(1.0-(s*f));
t = v*(1.0-(s*(1.0-f)));
if(i == 0.0) rgb = color(v, t, p);
else if(i == 1.0) rgb = color(q, v, p);
else if(i == 2.0) rgb = color(p, v, t);
else if(i == 3.0) rgb = color(p, q, v);
else if(i == 4.0) rgb = color(t, p, v);
else rgb = color(v, p, q);
}
return rgb;
}
#include "node_color.h"
color node_mix_blend(float t, color col1, color col2)
{

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@@ -127,6 +127,7 @@ CCL_NAMESPACE_END
#include "svm_displace.h"
#include "svm_fresnel.h"
#include "svm_geometry.h"
#include "svm_hsv.h"
#include "svm_image.h"
#include "svm_light_path.h"
#include "svm_magic.h"
@@ -261,6 +262,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_COMBINE_RGB:
svm_node_combine_rgb(sd, stack, node.y, node.z, node.w);
break;
case NODE_HSV:
svm_node_hsv(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
case NODE_ATTR:
svm_node_attr(kg, sd, stack, node);
break;

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@@ -0,0 +1,131 @@
/*
* 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.
*/
#ifndef __SVM_HSV_H__
#define __SVM_HSV_H__
CCL_NAMESPACE_BEGIN
__device float3 rgb_to_hsv(float3 rgb)
{
float cmax, cmin, h, s, v, cdelta;
float3 c;
cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
cmin = min(rgb.x, min(rgb.y, rgb.z));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0f) {
s = cdelta/cmax;
}
else {
s = 0.0f;
h = 0.0f;
}
if(s == 0.0f) {
h = 0.0f;
}
else {
float3 cmax3 = make_float3(cmax, cmax, cmax);
c = (cmax3 - rgb)/cdelta;
if(rgb.x == cmax) h = c.z - c.y;
else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
else h = 4.0f + c.y - c.x;
h /= 6.0f;
if(h < 0.0f)
h += 1.0f;
}
return make_float3(h, s, v);
}
__device float3 hsv_to_rgb(float3 hsv)
{
float i, f, p, q, t, h, s, v;
float3 rgb;
h = hsv.x;
s = hsv.y;
v = hsv.z;
if(s==0.0f) {
rgb = make_float3(v, v, v);
}
else {
if(h==1.0f)
h = 0.0f;
h *= 6.0f;
i = floor(h);
f = h - i;
rgb = make_float3(f, f, f);
p = v*(1.0f-s);
q = v*(1.0f-(s*f));
t = v*(1.0f-(s*(1.0f-f)));
if(i == 0.0f) rgb = make_float3(v, t, p);
else if(i == 1.0f) rgb = make_float3(q, v, p);
else if(i == 2.0f) rgb = make_float3(p, v, t);
else if(i == 3.0f) rgb = make_float3(p, q, v);
else if(i == 4.0f) rgb = make_float3(t, p, v);
else rgb = make_float3(v, p, q);
}
return rgb;
}
__device void svm_node_hsv(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_color_offset, uint fac_offset, uint out_color_offset, int *offset)
{
/* read extra data */
uint4 node1 = read_node(kg, offset);
float fac = stack_load_float(stack, fac_offset);
float3 in_color = stack_load_float3(stack, in_color_offset);
float3 color = in_color;
float hue = stack_load_float(stack, node1.y);
float sat = stack_load_float(stack, node1.z);
float val = stack_load_float(stack, node1.w);
color = rgb_to_hsv(color);
color.x += hue - 0.5f;
color.x = fmod(color.x, 1.0f);
color.y *= sat;
color.z *= val;
color = hsv_to_rgb(color);
color.x = fac*color.x + (1.0f - fac)*in_color.x;
color.y = fac*color.y + (1.0f - fac)*in_color.y;
color.z = fac*color.z + (1.0f - fac)*in_color.z;
if (stack_valid(out_color_offset))
stack_store_float3(stack, out_color_offset, color);
}
CCL_NAMESPACE_END
#endif /* __SVM_HSV_H__ */

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@@ -16,82 +16,10 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "svm_hsv.h"
CCL_NAMESPACE_BEGIN
__device float3 rgb_to_hsv(float3 rgb)
{
float cmax, cmin, h, s, v, cdelta;
float3 c;
cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
cmin = min(rgb.x, min(rgb.y, rgb.z));
cdelta = cmax - cmin;
v = cmax;
if(cmax != 0.0f) {
s = cdelta/cmax;
}
else {
s = 0.0f;
h = 0.0f;
}
if(s == 0.0f) {
h = 0.0f;
}
else {
float3 cmax3 = make_float3(cmax, cmax, cmax);
c = (cmax3 - rgb)/cdelta;
if(rgb.x == cmax) h = c.z - c.y;
else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
else h = 4.0f + c.y - c.x;
h /= 6.0f;
if(h < 0.0f)
h += 1.0f;
}
return make_float3(h, s, v);
}
__device float3 hsv_to_rgb(float3 hsv)
{
float i, f, p, q, t, h, s, v;
float3 rgb;
h = hsv.x;
s = hsv.y;
v = hsv.z;
if(s==0.0f) {
rgb = make_float3(v, v, v);
}
else {
if(h==1.0f)
h = 0.0f;
h *= 6.0f;
i = floor(h);
f = h - i;
rgb = make_float3(f, f, f);
p = v*(1.0f-s);
q = v*(1.0f-(s*f));
t = v*(1.0f-(s*(1.0f-f)));
if(i == 0.0f) rgb = make_float3(v, t, p);
else if(i == 1.0f) rgb = make_float3(q, v, p);
else if(i == 2.0f) rgb = make_float3(p, v, t);
else if(i == 3.0f) rgb = make_float3(p, q, v);
else if(i == 4.0f) rgb = make_float3(t, p, v);
else rgb = make_float3(v, p, q);
}
return rgb;
}
__device float3 svm_lerp(const float3 a, const float3 b, float t)
{
return (a * (1.0f - t) + b * t);

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@@ -81,7 +81,8 @@ typedef enum NodeType {
NODE_LAYER_WEIGHT = 4800,
NODE_CLOSURE_VOLUME = 4900,
NODE_SEPARATE_RGB = 5000,
NODE_COMBINE_RGB = 5100
NODE_COMBINE_RGB = 5100,
NODE_HSV = 5200
} NodeType;
typedef enum NodeAttributeType {

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@@ -1697,6 +1697,43 @@ void SeparateRGBNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_separate_rgb");
}
/* Separate RGB */
HSVNode::HSVNode()
: ShaderNode("hsv")
{
add_input("Hue", SHADER_SOCKET_FLOAT);
add_input("Saturation", SHADER_SOCKET_FLOAT);
add_input("Value", SHADER_SOCKET_FLOAT);
add_input("Fac", SHADER_SOCKET_FLOAT);
add_input("Color", SHADER_SOCKET_COLOR);
add_output("Color", SHADER_SOCKET_COLOR);
}
void HSVNode::compile(SVMCompiler& compiler)
{
ShaderInput *hue_in = input("Hue");
ShaderInput *saturation_in = input("Saturation");
ShaderInput *value_in = input("Value");
ShaderInput *fac_in = input("Fac");
ShaderInput *color_in = input("Color");
ShaderOutput *color_out = output("Color");
compiler.stack_assign(hue_in);
compiler.stack_assign(saturation_in);
compiler.stack_assign(value_in);
compiler.stack_assign(fac_in);
compiler.stack_assign(color_in);
compiler.stack_assign(color_out);
compiler.add_node(NODE_HSV, color_in->stack_offset, fac_in->stack_offset, color_out->stack_offset);
compiler.add_node(NODE_HSV, hue_in->stack_offset, saturation_in->stack_offset, value_in->stack_offset);
}
void HSVNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_hsv");
}
/* Attribute */
AttributeNode::AttributeNode()

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@@ -302,6 +302,11 @@ public:
SHADER_NODE_CLASS(SeparateRGBNode)
};
class HSVNode : public ShaderNode {
public:
SHADER_NODE_CLASS(HSVNode)
};
class AttributeNode : public ShaderNode {
public:
SHADER_NODE_CLASS(AttributeNode)

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@@ -85,7 +85,7 @@ void register_node_type_sh_hue_sat(bNodeTreeType *ttype)
static bNodeType ntype;
node_type_base(ttype, &ntype, SH_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR, NODE_OPTIONS);
node_type_compatibility(&ntype, NODE_OLD_SHADING);
node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_hue_sat_in, sh_node_hue_sat_out);
node_type_size(&ntype, 150, 80, 250);
node_type_exec(&ntype, node_shader_exec_hue_sat);