Fix for wrong behavior of 'darken' blend mode with factor.

The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D489
This commit is contained in:
Kevin Dietrich 2014-04-28 17:38:34 +02:00 committed by Brecht Van Lommel
parent 4ff3ebf45c
commit 1dcf956849
6 changed files with 16 additions and 35 deletions

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@ -88,7 +88,7 @@ color node_mix_diff(float t, color col1, color col2)
color node_mix_dark(float t, color col1, color col2)
{
return min(col1, col2 * t);
return min(col1, col2) * t + col1 * (1.0 - t);
}
color node_mix_light(float t, color col1, color col2)

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@ -89,7 +89,7 @@ ccl_device float3 svm_mix_diff(float t, float3 col1, float3 col2)
ccl_device float3 svm_mix_dark(float t, float3 col1, float3 col2)
{
return min(col1, col2*t);
return min(col1, col2)*t + col1*(1.0 - t);
}
ccl_device float3 svm_mix_light(float t, float3 col1, float3 col2)

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@ -1359,12 +1359,9 @@ void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
r_col[2] = facm * (r_col[2]) + fac * fabsf(r_col[2] - col[2]);
break;
case MA_RAMP_DARK:
tmp = col[0] + ((1 - col[0]) * facm);
if (tmp < r_col[0]) r_col[0] = tmp;
tmp = col[1] + ((1 - col[1]) * facm);
if (tmp < r_col[1]) r_col[1] = tmp;
tmp = col[2] + ((1 - col[2]) * facm);
if (tmp < r_col[2]) r_col[2] = tmp;
r_col[0] = min_ff(r_col[0], col[0]) * fac + r_col[0] * facm;
r_col[1] = min_ff(r_col[1], col[1]) * fac + r_col[1] * facm;
r_col[2] = min_ff(r_col[2], col[2]) * fac + r_col[2] * facm;
break;
case MA_RAMP_LIGHT:
tmp = fac * col[0];

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@ -292,17 +292,9 @@ void MixDarkenOperation::executePixelSampled(float output[4], float x, float y,
value *= inputColor2[3];
}
float valuem = 1.0f - value;
float tmp;
tmp = inputColor2[0] + ((1.0f - inputColor2[0]) * valuem);
if (tmp < inputColor1[0]) output[0] = tmp;
else output[0] = inputColor1[0];
tmp = inputColor2[1] + ((1.0f - inputColor2[1]) * valuem);
if (tmp < inputColor1[1]) output[1] = tmp;
else output[1] = inputColor1[1];
tmp = inputColor2[2] + ((1.0f - inputColor2[2]) * valuem);
if (tmp < inputColor1[2]) output[2] = tmp;
else output[2] = inputColor1[2];
output[0] = min_ff(inputColor1[0], inputColor2[0]) * value + inputColor1[0] * valuem;
output[1] = min_ff(inputColor1[1], inputColor2[1]) * value + inputColor1[1] * valuem;
output[2] = min_ff(inputColor1[2], inputColor2[2]) * value + inputColor1[2] * valuem;
output[3] = inputColor1[3];
clampIfNeeded(output);

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@ -944,12 +944,9 @@ void mtex_rgb_dark(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 in
fact *= facg;
facm = 1.0-fact;
col= texcol.r + ((1.0 -texcol.r)*facm);
if(col < outcol.r) incol.r = col; else incol.r = outcol.r;
col= texcol.g + ((1.0 -texcol.g)*facm);
if(col < outcol.g) incol.g = col; else incol.g = outcol.g;
col= texcol.b + ((1.0 -texcol.b)*facm);
if(col < outcol.b) incol.b = col; else incol.b = outcol.b;
incol.r = min(outcol.r, texcol.r) * fact + outcol.r * facm;
incol.g = min(outcol.g, texcol.g) * fact + outcol.g * facm;
incol.b = min(outcol.b, texcol.b) * fact + outcol.b * facm;
}
void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
@ -1078,8 +1075,7 @@ void mtex_value_dark(float outcol, float texcol, float fact, float facg, out flo
float facm;
mtex_value_vars(fact, facg, facm);
float col = fact*texcol;
if(col < outcol) incol = col; else incol = outcol;
incol = facm*outcol + fact*min(outcol, texcol);
}
void mtex_value_light(float outcol, float texcol, float fact, float facg, out float incol)

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@ -1420,12 +1420,9 @@ void texture_rgb_blend(float in[3], const float tex[3], const float out[3], floa
fact*= facg;
facm= 1.0f-fact;
col= tex[0]+((1-tex[0])*facm);
if (col < out[0]) in[0]= col; else in[0]= out[0];
col= tex[1]+((1-tex[1])*facm);
if (col < out[1]) in[1]= col; else in[1]= out[1];
col= tex[2]+((1-tex[2])*facm);
if (col < out[2]) in[2]= col; else in[2]= out[2];
in[0] = min_ff(out[0], tex[0])*fact + out[0]*facm;
in[1] = min_ff(out[1], tex[1])*fact + out[1]*facm;
in[2] = min_ff(out[2], tex[2])*fact + out[2]*facm;
break;
case MTEX_LIGHT:
@ -1522,8 +1519,7 @@ float texture_value_blend(float tex, float out, float fact, float facg, int blen
break;
case MTEX_DARK:
col= fact*tex;
if (col < out) in= col; else in= out;
in = min_ff(out, tex)*fact + out*facm;
break;
case MTEX_LIGHT: