diff options
author | Charlie Jolly <charlie> | 2019-12-06 02:02:05 +0300 |
---|---|---|
committer | Charlie Jolly <mistajolly@gmail.com> | 2019-12-07 15:33:07 +0300 |
commit | 0406eb110332a863811d7fb6228f9a7ca514e022 (patch) | |
tree | 9809062966699e31c785ae0dc97ccb6e9f6c60f7 /intern/cycles/render/nodes.cpp | |
parent | 6a78ace569ec7c0e076e5af34d9496ce3363b81e (diff) |
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
Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r-- | intern/cycles/render/nodes.cpp | 30 |
1 files changed, 25 insertions, 5 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index f637fbf3b37..c6f1e8409eb 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -5710,9 +5710,13 @@ NODE_DEFINE(MathNode) type_enum.insert("subtract", NODE_MATH_SUBTRACT); type_enum.insert("multiply", NODE_MATH_MULTIPLY); type_enum.insert("divide", NODE_MATH_DIVIDE); + type_enum.insert("multiply_add", NODE_MATH_MULTIPLY_ADD); type_enum.insert("sine", NODE_MATH_SINE); type_enum.insert("cosine", NODE_MATH_COSINE); type_enum.insert("tangent", NODE_MATH_TANGENT); + type_enum.insert("sinh", NODE_MATH_SINH); + type_enum.insert("cosh", NODE_MATH_COSH); + type_enum.insert("tanh", NODE_MATH_TANH); type_enum.insert("arcsine", NODE_MATH_ARCSINE); type_enum.insert("arccosine", NODE_MATH_ARCCOSINE); type_enum.insert("arctangent", NODE_MATH_ARCTANGENT); @@ -5729,13 +5733,26 @@ NODE_DEFINE(MathNode) type_enum.insert("floor", NODE_MATH_FLOOR); type_enum.insert("ceil", NODE_MATH_CEIL); type_enum.insert("fraction", NODE_MATH_FRACTION); + type_enum.insert("trunc", NODE_MATH_TRUNC); + type_enum.insert("snap", NODE_MATH_SNAP); + type_enum.insert("wrap", NODE_MATH_WRAP); + type_enum.insert("pingpong", NODE_MATH_PINGPONG); type_enum.insert("sqrt", NODE_MATH_SQRT); + type_enum.insert("inversesqrt", NODE_MATH_INV_SQRT); + type_enum.insert("sign", NODE_MATH_SIGN); + type_enum.insert("exponent", NODE_MATH_EXPONENT); + type_enum.insert("radians", NODE_MATH_RADIANS); + type_enum.insert("degrees", NODE_MATH_DEGREES); + type_enum.insert("smoothmin", NODE_MATH_SMOOTH_MIN); + type_enum.insert("smoothmax", NODE_MATH_SMOOTH_MAX); + type_enum.insert("compare", NODE_MATH_COMPARE); SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD); SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); SOCKET_IN_FLOAT(value1, "Value1", 0.5f); SOCKET_IN_FLOAT(value2, "Value2", 0.5f); + SOCKET_IN_FLOAT(value3, "Value3", 0.0f); SOCKET_OUT_FLOAT(value, "Value"); @@ -5764,7 +5781,7 @@ void MathNode::expand(ShaderGraph *graph) void MathNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - folder.make_constant(svm_math(type, value1, value2)); + folder.make_constant(svm_math(type, value1, value2, value3)); } else { folder.fold_math(type); @@ -5775,16 +5792,19 @@ void MathNode::compile(SVMCompiler &compiler) { ShaderInput *value1_in = input("Value1"); ShaderInput *value2_in = input("Value2"); + ShaderInput *value3_in = input("Value3"); ShaderOutput *value_out = output("Value"); int value1_stack_offset = compiler.stack_assign(value1_in); int value2_stack_offset = compiler.stack_assign(value2_in); + int value3_stack_offset = compiler.stack_assign(value3_in); int value_stack_offset = compiler.stack_assign(value_out); - compiler.add_node(NODE_MATH, - type, - compiler.encode_uchar4(value1_stack_offset, value2_stack_offset), - value_stack_offset); + compiler.add_node( + NODE_MATH, + type, + compiler.encode_uchar4(value1_stack_offset, value2_stack_offset, value3_stack_offset), + value_stack_offset); } void MathNode::compile(OSLCompiler &compiler) |