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blender-archive/source/blender/nodes/intern/SHD_nodes/SHD_math.c

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6.6 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/intern/SHD_nodes/SHD_math.c
* \ingroup shdnodes
*/
#include "../SHD_util.h"
/* **************** SCALAR MATH ******************** */
static bNodeSocketType sh_node_math_in[]= {
{ SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f},
{ SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_math_out[]= {
{ SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_math(void *UNUSED(data), bNode *node, bNodeStack **in,
bNodeStack **out)
{
switch(node->custom1){
case 0: /* Add */
out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0];
break;
case 1: /* Subtract */
out[0]->vec[0]= in[0]->vec[0] - in[1]->vec[0];
break;
case 2: /* Multiply */
out[0]->vec[0]= in[0]->vec[0] * in[1]->vec[0];
break;
case 3: /* Divide */
{
if(in[1]->vec[0]==0) /* We don't want to divide by zero. */
out[0]->vec[0]= 0.0;
else
out[0]->vec[0]= in[0]->vec[0] / in[1]->vec[0];
}
break;
case 4: /* Sine */
{
if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= sin(in[0]->vec[0]);
else
out[0]->vec[0]= sin(in[1]->vec[0]);
}
break;
case 5: /* Cosine */
{
if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= cos(in[0]->vec[0]);
else
out[0]->vec[0]= cos(in[1]->vec[0]);
}
break;
case 6: /* Tangent */
{
if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= tan(in[0]->vec[0]);
else
out[0]->vec[0]= tan(in[1]->vec[0]);
}
break;
case 7: /* Arc-Sine */
{
if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
/* Can't do the impossible... */
if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
out[0]->vec[0]= asin(in[0]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
else {
/* Can't do the impossible... */
if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
out[0]->vec[0]= asin(in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
}
break;
case 8: /* Arc-Cosine */
{
if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
/* Can't do the impossible... */
if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
out[0]->vec[0]= acos(in[0]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
else {
/* Can't do the impossible... */
if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
out[0]->vec[0]= acos(in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
}
break;
case 9: /* Arc-Tangent */
{
if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= atan(in[0]->vec[0]);
else
out[0]->vec[0]= atan(in[1]->vec[0]);
}
break;
case 10: /* Power */
{
/* Don't want any imaginary numbers... */
if( in[0]->vec[0] >= 0 )
out[0]->vec[0]= pow(in[0]->vec[0], in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
break;
case 11: /* Logarithm */
{
/* Don't want any imaginary numbers... */
if( in[0]->vec[0] > 0 && in[1]->vec[0] > 0 )
out[0]->vec[0]= log(in[0]->vec[0]) / log(in[1]->vec[0]);
else
out[0]->vec[0]= 0.0;
}
break;
case 12: /* Minimum */
{
if( in[0]->vec[0] < in[1]->vec[0] )
out[0]->vec[0]= in[0]->vec[0];
else
out[0]->vec[0]= in[1]->vec[0];
}
break;
case 13: /* Maximum */
{
if( in[0]->vec[0] > in[1]->vec[0] )
out[0]->vec[0]= in[0]->vec[0];
else
out[0]->vec[0]= in[1]->vec[0];
}
break;
case 14: /* Round */
{
if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= (in[0]->vec[0]<0)?(int)(in[0]->vec[0] - 0.5f):(int)(in[0]->vec[0] + 0.5f);
else
out[0]->vec[0]= (in[1]->vec[0]<0)?(int)(in[1]->vec[0] - 0.5f):(int)(in[1]->vec[0] + 0.5f);
}
break;
case 15: /* Less Than */
{
if( in[0]->vec[0] < in[1]->vec[0] )
out[0]->vec[0]= 1.0f;
else
out[0]->vec[0]= 0.0f;
}
break;
case 16: /* Greater Than */
{
if( in[0]->vec[0] > in[1]->vec[0] )
out[0]->vec[0]= 1.0f;
else
out[0]->vec[0]= 0.0f;
}
break;
}
}
static int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
static const char *names[] = {"math_add", "math_subtract", "math_multiply",
"math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin",
"math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
"math_round", "math_less_than", "math_greater_than"};
switch (node->custom1) {
case 0:
case 1:
case 2:
case 3:
case 10:
case 11:
case 12:
case 13:
case 15:
case 16:
GPU_stack_link(mat, names[node->custom1], NULL, out,
GPU_socket(&in[0]), GPU_socket(&in[1]));
break;
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 14:
if(in[0].hasinput || !in[1].hasinput)
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
else
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
break;
default:
return 0;
}
return 1;
}
void register_node_type_sh_math(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, NODE_OPTIONS,
sh_node_math_in, sh_node_math_out);
node_type_size(&ntype, 120, 110, 160);
node_type_label(&ntype, node_math_label);
node_type_storage(&ntype, "node_math", NULL, NULL);
node_type_exec(&ntype, node_shader_exec_math);
node_type_gpu(&ntype, gpu_shader_math);
nodeRegisterType(lb, &ntype);
}