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blender-archive/source/blender/nodes/intern/math_functions.cc
Charlie Jolly 00073651d4 Nodes: Add Multiply Add to Vector Math nodes
Cycles, Eevee, OSL, Geo, Attribute

This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D10808
2021-06-04 16:59:28 +01:00

222 lines
8.3 KiB
C++

/*
* 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 "NOD_math_functions.hh"
namespace blender::nodes {
const FloatMathOperationInfo *get_float_math_operation_info(const int operation)
{
#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
{ \
static const FloatMathOperationInfo info{title_case_name, shader_name}; \
return &info; \
} \
((void)0)
switch (operation) {
case NODE_MATH_ADD:
RETURN_OPERATION_INFO("Add", "math_add");
case NODE_MATH_SUBTRACT:
RETURN_OPERATION_INFO("Subtract", "math_subtract");
case NODE_MATH_MULTIPLY:
RETURN_OPERATION_INFO("Multiply", "math_multiply");
case NODE_MATH_DIVIDE:
RETURN_OPERATION_INFO("Divide", "math_divide");
case NODE_MATH_SINE:
RETURN_OPERATION_INFO("Sine", "math_sine");
case NODE_MATH_COSINE:
RETURN_OPERATION_INFO("Cosine", "math_cosine");
case NODE_MATH_TANGENT:
RETURN_OPERATION_INFO("Tangent", "math_tangent");
case NODE_MATH_ARCSINE:
RETURN_OPERATION_INFO("Arc Sine", "math_arcsine");
case NODE_MATH_ARCCOSINE:
RETURN_OPERATION_INFO("Arc Cosine", "math_arccosine");
case NODE_MATH_ARCTANGENT:
RETURN_OPERATION_INFO("Arc Tangent", "math_arctangent");
case NODE_MATH_POWER:
RETURN_OPERATION_INFO("Power", "math_power");
case NODE_MATH_LOGARITHM:
RETURN_OPERATION_INFO("Logarithm", "math_logarithm");
case NODE_MATH_MINIMUM:
RETURN_OPERATION_INFO("Minimum", "math_minimum");
case NODE_MATH_MAXIMUM:
RETURN_OPERATION_INFO("Maximum", "math_maximum");
case NODE_MATH_ROUND:
RETURN_OPERATION_INFO("Round", "math_round");
case NODE_MATH_LESS_THAN:
RETURN_OPERATION_INFO("Less Than", "math_less_than");
case NODE_MATH_GREATER_THAN:
RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
case NODE_MATH_MODULO:
RETURN_OPERATION_INFO("Modulo", "math_modulo");
case NODE_MATH_ABSOLUTE:
RETURN_OPERATION_INFO("Absolute", "math_absolute");
case NODE_MATH_ARCTAN2:
RETURN_OPERATION_INFO("Arc Tangent 2", "math_arctan2");
case NODE_MATH_FLOOR:
RETURN_OPERATION_INFO("Floor", "math_floor");
case NODE_MATH_CEIL:
RETURN_OPERATION_INFO("Ceil", "math_ceil");
case NODE_MATH_FRACTION:
RETURN_OPERATION_INFO("Fraction", "math_fraction");
case NODE_MATH_SQRT:
RETURN_OPERATION_INFO("Sqrt", "math_sqrt");
case NODE_MATH_INV_SQRT:
RETURN_OPERATION_INFO("Inverse Sqrt", "math_inversesqrt");
case NODE_MATH_SIGN:
RETURN_OPERATION_INFO("Sign", "math_sign");
case NODE_MATH_EXPONENT:
RETURN_OPERATION_INFO("Exponent", "math_exponent");
case NODE_MATH_RADIANS:
RETURN_OPERATION_INFO("Radians", "math_radians");
case NODE_MATH_DEGREES:
RETURN_OPERATION_INFO("Degrees", "math_degrees");
case NODE_MATH_SINH:
RETURN_OPERATION_INFO("Hyperbolic Sine", "math_sinh");
case NODE_MATH_COSH:
RETURN_OPERATION_INFO("Hyperbolic Cosine", "math_cosh");
case NODE_MATH_TANH:
RETURN_OPERATION_INFO("Hyperbolic Tangent", "math_tanh");
case NODE_MATH_TRUNC:
RETURN_OPERATION_INFO("Truncate", "math_trunc");
case NODE_MATH_SNAP:
RETURN_OPERATION_INFO("Snap", "math_snap");
case NODE_MATH_WRAP:
RETURN_OPERATION_INFO("Wrap", "math_wrap");
case NODE_MATH_COMPARE:
RETURN_OPERATION_INFO("Compare", "math_compare");
case NODE_MATH_MULTIPLY_ADD:
RETURN_OPERATION_INFO("Multiply Add", "math_multiply_add");
case NODE_MATH_PINGPONG:
RETURN_OPERATION_INFO("Ping Pong", "math_pingpong");
case NODE_MATH_SMOOTH_MIN:
RETURN_OPERATION_INFO("Smooth Min", "math_smoothmin");
case NODE_MATH_SMOOTH_MAX:
RETURN_OPERATION_INFO("Smooth Max", "math_smoothmax");
}
#undef RETURN_OPERATION_INFO
return nullptr;
}
const FloatMathOperationInfo *get_float_compare_operation_info(const int operation)
{
#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
{ \
static const FloatMathOperationInfo info{title_case_name, shader_name}; \
return &info; \
} \
((void)0)
switch (operation) {
case NODE_FLOAT_COMPARE_LESS_THAN:
RETURN_OPERATION_INFO("Less Than", "math_less_than");
case NODE_FLOAT_COMPARE_LESS_EQUAL:
RETURN_OPERATION_INFO("Less Than or Equal", "math_less_equal");
case NODE_FLOAT_COMPARE_GREATER_THAN:
RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
case NODE_FLOAT_COMPARE_GREATER_EQUAL:
RETURN_OPERATION_INFO("Greater Than or Equal", "math_greater_equal");
case NODE_FLOAT_COMPARE_EQUAL:
RETURN_OPERATION_INFO("Equal", "math_equal");
case NODE_FLOAT_COMPARE_NOT_EQUAL:
RETURN_OPERATION_INFO("Not Equal", "math_not_equal");
}
#undef RETURN_OPERATION_INFO
return nullptr;
}
const FloatMathOperationInfo *get_float3_math_operation_info(const int operation)
{
#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
{ \
static const FloatMathOperationInfo info{title_case_name, shader_name}; \
return &info; \
} \
((void)0)
switch (operation) {
case NODE_VECTOR_MATH_ADD:
RETURN_OPERATION_INFO("Add", "vector_math_add");
case NODE_VECTOR_MATH_SUBTRACT:
RETURN_OPERATION_INFO("Subtract", "vector_math_subtract");
case NODE_VECTOR_MATH_MULTIPLY:
RETURN_OPERATION_INFO("Multiply", "vector_math_multiply");
case NODE_VECTOR_MATH_DIVIDE:
RETURN_OPERATION_INFO("Divide", "vector_math_divide");
case NODE_VECTOR_MATH_CROSS_PRODUCT:
RETURN_OPERATION_INFO("Cross Product", "vector_math_cross");
case NODE_VECTOR_MATH_PROJECT:
RETURN_OPERATION_INFO("Project", "vector_math_project");
case NODE_VECTOR_MATH_REFLECT:
RETURN_OPERATION_INFO("Reflect", "vector_math_reflect");
case NODE_VECTOR_MATH_DOT_PRODUCT:
RETURN_OPERATION_INFO("Dot Product", "vector_math_dot");
case NODE_VECTOR_MATH_DISTANCE:
RETURN_OPERATION_INFO("Distance", "vector_math_distance");
case NODE_VECTOR_MATH_LENGTH:
RETURN_OPERATION_INFO("Length", "vector_math_length");
case NODE_VECTOR_MATH_SCALE:
RETURN_OPERATION_INFO("Scale", "vector_math_scale");
case NODE_VECTOR_MATH_NORMALIZE:
RETURN_OPERATION_INFO("Normalize", "vector_math_normalize");
case NODE_VECTOR_MATH_SNAP:
RETURN_OPERATION_INFO("Snap", "vector_math_snap");
case NODE_VECTOR_MATH_FLOOR:
RETURN_OPERATION_INFO("Floor", "vector_math_floor");
case NODE_VECTOR_MATH_CEIL:
RETURN_OPERATION_INFO("Ceiling", "vector_math_ceil");
case NODE_VECTOR_MATH_MODULO:
RETURN_OPERATION_INFO("Modulo", "vector_math_modulo");
case NODE_VECTOR_MATH_FRACTION:
RETURN_OPERATION_INFO("Fraction", "vector_math_fraction");
case NODE_VECTOR_MATH_ABSOLUTE:
RETURN_OPERATION_INFO("Absolute", "vector_math_absolute");
case NODE_VECTOR_MATH_MINIMUM:
RETURN_OPERATION_INFO("Minimum", "vector_math_minimum");
case NODE_VECTOR_MATH_MAXIMUM:
RETURN_OPERATION_INFO("Maximum", "vector_math_maximum");
case NODE_VECTOR_MATH_WRAP:
RETURN_OPERATION_INFO("Wrap", "vector_math_wrap");
case NODE_VECTOR_MATH_SINE:
RETURN_OPERATION_INFO("Sine", "vector_math_sine");
case NODE_VECTOR_MATH_COSINE:
RETURN_OPERATION_INFO("Cosine", "vector_math_cosine");
case NODE_VECTOR_MATH_TANGENT:
RETURN_OPERATION_INFO("Tangent", "vector_math_tangent");
case NODE_VECTOR_MATH_REFRACT:
RETURN_OPERATION_INFO("Refract", "vector_math_refract");
case NODE_VECTOR_MATH_FACEFORWARD:
RETURN_OPERATION_INFO("Faceforward", "vector_math_faceforward");
case NODE_VECTOR_MATH_MULTIPLY_ADD:
RETURN_OPERATION_INFO("Multiply Add", "vector_math_multiply_add");
}
#undef RETURN_OPERATION_INFO
return nullptr;
}
} // namespace blender::nodes