Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep. This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode. This was needed to allow clamping when **To Max** is less than **To Min**. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D5827
59 lines
1.9 KiB
Plaintext
59 lines
1.9 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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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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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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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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* limitations under the License.
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*/
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#include "stdosl.h"
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float safe_divide(float a, float b)
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{
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return (b != 0.0) ? a / b : 0.0;
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}
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float smootherstep(float edge0, float edge1, float x)
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{
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float t = clamp(safe_divide((x - edge0), (edge1 - edge0)), 0.0, 1.0);
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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}
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shader node_map_range(string type = "linear",
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float Value = 1.0,
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float FromMin = 0.0,
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float FromMax = 1.0,
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float ToMin = 0.0,
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float ToMax = 1.0,
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float Steps = 4.0,
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output float Result = 0.0)
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{
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if (FromMax != FromMin) {
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float Factor = Value;
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if (type == "stepped") {
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Factor = (Value - FromMin) / (FromMax - FromMin);
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Factor = (Steps > 0) ? floor(Factor * (Steps + 1.0)) / Steps : 0.0;
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}
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else if (type == "smoothstep") {
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Factor = (FromMin > FromMax) ? 1.0 - smoothstep(FromMax, FromMin, Value) :
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smoothstep(FromMin, FromMax, Value);
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}
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else if (type == "smootherstep") {
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Factor = (FromMin > FromMax) ? 1.0 - smootherstep(FromMax, FromMin, Value) :
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smootherstep(FromMin, FromMax, Value);
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}
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else {
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Factor = (Value - FromMin) / (FromMax - FromMin);
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}
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Result = ToMin + Factor * (ToMax - ToMin);
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}
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}
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