2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 02:50:24 +01:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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2020-02-14 21:46:10 +00:00
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#include "node_math.h"
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2020-03-19 09:33:03 +01:00
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#include "stdcycles.h"
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2011-04-27 11:58:34 +00:00
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2019-08-18 11:16:04 +02:00
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/* OSL asin, acos, and pow functions are safe by default. */
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2016-06-11 21:56:47 +02:00
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shader node_math(string math_type = "add",
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2019-08-18 11:16:04 +02:00
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float Value1 = 0.5,
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float Value2 = 0.5,
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Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
2019-12-05 23:02:05 +00:00
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float Value3 = 0.5,
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2011-04-27 11:58:34 +00:00
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output float Value = 0.0)
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{
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2016-06-11 21:56:47 +02:00
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if (math_type == "add")
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2011-04-27 11:58:34 +00:00
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Value = Value1 + Value2;
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2016-06-11 21:56:47 +02:00
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else if (math_type == "subtract")
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2011-04-27 11:58:34 +00:00
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Value = Value1 - Value2;
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2016-06-11 21:56:47 +02:00
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else if (math_type == "multiply")
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2012-10-17 01:47:37 +00:00
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Value = Value1 * Value2;
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2016-06-11 21:56:47 +02:00
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else if (math_type == "divide")
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2011-04-27 11:58:34 +00:00
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Value = safe_divide(Value1, Value2);
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2016-06-11 21:56:47 +02:00
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else if (math_type == "power")
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2011-04-27 11:58:34 +00:00
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Value = pow(Value1, Value2);
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2016-06-11 21:56:47 +02:00
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else if (math_type == "logarithm")
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2011-04-27 11:58:34 +00:00
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Value = safe_log(Value1, Value2);
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2019-08-18 11:16:04 +02:00
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else if (math_type == "sqrt")
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Value = safe_sqrt(Value1);
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Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
2019-12-05 23:02:05 +00:00
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else if (math_type == "inversesqrt")
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Value = inversesqrt(Value1);
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2019-08-18 11:16:04 +02:00
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else if (math_type == "absolute")
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Value = fabs(Value1);
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Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
2019-12-05 23:02:05 +00:00
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else if (math_type == "radians")
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Value = radians(Value1);
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else if (math_type == "degrees")
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Value = degrees(Value1);
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2016-06-11 21:56:47 +02:00
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else if (math_type == "minimum")
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2011-04-27 11:58:34 +00:00
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Value = min(Value1, Value2);
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2016-06-11 21:56:47 +02:00
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else if (math_type == "maximum")
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2011-04-27 11:58:34 +00:00
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Value = max(Value1, Value2);
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2016-06-11 21:56:47 +02:00
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else if (math_type == "less_than")
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2011-04-27 11:58:34 +00:00
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Value = Value1 < Value2;
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2016-06-11 21:56:47 +02:00
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else if (math_type == "greater_than")
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2011-04-27 11:58:34 +00:00
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Value = Value1 > Value2;
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2019-08-18 11:16:04 +02:00
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else if (math_type == "round")
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Value = floor(Value1 + 0.5);
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2018-07-12 23:40:18 +02:00
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else if (math_type == "floor")
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Value = floor(Value1);
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else if (math_type == "ceil")
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Value = ceil(Value1);
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2019-08-18 11:16:04 +02:00
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else if (math_type == "fraction")
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2018-07-12 23:40:18 +02:00
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Value = Value1 - floor(Value1);
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2019-08-18 11:16:04 +02:00
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else if (math_type == "modulo")
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Value = safe_modulo(Value1, Value2);
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Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
2019-12-05 23:02:05 +00:00
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else if (math_type == "trunc")
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Value = trunc(Value1);
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else if (math_type == "snap")
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Value = floor(safe_divide(Value1, Value2)) * Value2;
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else if (math_type == "wrap")
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Value = wrap(Value1, Value2, Value3);
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else if (math_type == "pingpong")
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Value = pingpong(Value1, Value2);
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2019-08-18 11:16:04 +02:00
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else if (math_type == "sine")
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Value = sin(Value1);
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else if (math_type == "cosine")
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Value = cos(Value1);
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else if (math_type == "tangent")
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Value = tan(Value1);
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Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
2019-12-05 23:02:05 +00:00
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else if (math_type == "sinh")
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Value = sinh(Value1);
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else if (math_type == "cosh")
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Value = cosh(Value1);
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else if (math_type == "tanh")
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Value = tanh(Value1);
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2019-08-18 11:16:04 +02:00
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else if (math_type == "arcsine")
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Value = asin(Value1);
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else if (math_type == "arccosine")
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Value = acos(Value1);
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else if (math_type == "arctangent")
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Value = atan(Value1);
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else if (math_type == "arctan2")
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Value = atan2(Value1, Value2);
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Maths Node: Additional functions
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
2019-12-05 23:02:05 +00:00
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else if (math_type == "sign")
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Value = sign(Value1);
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else if (math_type == "exponent")
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Value = exp(Value1);
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else if (math_type == "compare")
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Value = ((Value1 == Value2) || (abs(Value1 - Value2) <= max(Value3, 1e-5))) ? 1.0 : 0.0;
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else if (math_type == "multiply_add")
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Value = Value1 * Value2 + Value3;
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else if (math_type == "smoothmin")
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Value = smoothmin(Value1, Value2, Value3);
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else if (math_type == "smoothmax")
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Value = -(smoothmin(-Value1, -Value2, Value3));
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2019-08-18 11:16:04 +02:00
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else
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warning("%s", "Unknown math operator!");
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2011-04-27 11:58:34 +00:00
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}
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