== Compositor ==
* Ported Math node from shader nodes to composite nodes too It's a good general purpose utility node and also allows stupid stuff like this more easily :) http://mke3.net/blender/etc/math-spiral-h264.mov http://mke3.net/blender/etc/stupidmath.blend.zip
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@@ -5588,6 +5588,144 @@ static bNodeType cmp_node_displace= {
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/* execfunc */ node_composit_exec_displace
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};
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/* **************** SCALAR MATH ******************** */
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static bNodeSocketType cmp_node_math_in[]= {
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{ SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f},
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{ SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f},
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{ -1, 0, "" }
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};
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static bNodeSocketType cmp_node_math_out[]= {
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{ SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
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{ -1, 0, "" }
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};
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static void do_math(bNode *node, float *out, float *in, float *in2)
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{
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switch(node->custom1)
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{
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case 0: /* Add */
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out[0]= in[0] + in2[0];
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break;
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case 1: /* Subtract */
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out[0]= in[0] - in2[0];
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break;
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case 2: /* Multiply */
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out[0]= in[0] * in2[0];
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break;
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case 3: /* Divide */
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{
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if(in[1]==0) /* We don't want to divide by zero. */
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out[0]= 0.0;
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else
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out[0]= in[0] / in2[0];
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}
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break;
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case 4: /* Sine */
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out[0]= sin(in[0]);
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break;
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case 5: /* Cosine */
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out[0]= cos(in[0]);
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break;
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case 6: /* Tangent */
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out[0]= tan(in[0]);
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break;
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case 7: /* Arc-Sine */
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{
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/* Can't do the impossible... */
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if(in[0] <= 1 && in[0] >= -1 )
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out[0]= asin(in[0]);
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else
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out[0]= 0.0;
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}
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break;
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case 8: /* Arc-Cosine */
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{
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/* Can't do the impossible... */
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if( in[0] <= 1 && in[0] >= -1 )
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out[0]= acos(in[0]);
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else
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out[0]= 0.0;
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}
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break;
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case 9: /* Arc-Tangent */
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out[0]= atan(in[0]);
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break;
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case 10: /* Power */
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{
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/* Don't want any imaginary numbers... */
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if( in[0] >= 0 )
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out[0]= pow(in[0], in2[0]);
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else
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out[0]= 0.0;
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}
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break;
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case 11: /* Logarithm */
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{
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/* Don't want any imaginary numbers... */
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if( in[0] > 0 && in2[0] > 0 )
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out[0]= log(in[0]) / log(in2[0]);
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else
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out[0]= 0.0;
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}
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break;
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case 12: /* Minimum */
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{
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if( in[0] < in2[0] )
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out[0]= in2[0];
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else
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out[0]= in[0];
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}
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break;
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case 13: /* Maximum */
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{
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if( in[0] > in2[0] )
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out[0]= in2[0];
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else
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out[0]= in[0];
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}
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break;
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case 14: /* Round */
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{
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out[0]= (int)(in[0] + 0.5f);
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}
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break;
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}
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}
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static void node_composit_exec_math(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
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{
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/* stack order out: bw */
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/* stack order in: col */
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if(out[0]->hasoutput==0)
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return;
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/* input no image? then only color operation */
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if(in[0]->data==NULL) {
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do_math(node, out[0]->vec, in[0]->vec, in[1]->vec);
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}
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else {
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/* make output size of input image */
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CompBuf *cbuf= in[0]->data;
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CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1); // allocs
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composit2_pixel_processor(node, stackbuf, in[0]->data, in[0]->vec, in[1]->data, in[1]->vec, do_math, CB_VAL, CB_VAL);
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out[0]->data= stackbuf;
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}
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}
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static bNodeType cmp_node_math= {
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/* type code */ CMP_NODE_MATH,
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/* name */ "Math",
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/* width+range */ 120, 110, 160,
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/* class+opts */ NODE_CLASS_CONVERTOR, NODE_OPTIONS,
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/* input sock */ cmp_node_math_in,
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/* output sock */ cmp_node_math_out,
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/* storage */ "",
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/* execfunc */ node_composit_exec_math
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};
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/* ****************** types array for all shaders ****************** */
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@@ -5626,6 +5764,7 @@ bNodeType *node_all_composit[]= {
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&cmp_node_rgbtobw,
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&cmp_node_setalpha,
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&cmp_node_idmask,
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&cmp_node_math,
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&cmp_node_seprgba,
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&cmp_node_combrgba,
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&cmp_node_sephsva,
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