diff options
author | Charlie Jolly <mistajolly@gmail.com> | 2018-07-13 00:40:18 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-07-13 12:00:10 +0300 |
commit | 30bffb5a3afa2fde165d4fb63a115310d5ddc3e3 (patch) | |
tree | 543109969a99e176340071dfdf85a87594f0db07 /source/blender/compositor/operations/COM_MathBaseOperation.cpp | |
parent | f4213c1408619d1071004247ed099e2ba98a3e9a (diff) |
Nodes: add sqrt, ceil, floor and fract to math nodes.
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
Diffstat (limited to 'source/blender/compositor/operations/COM_MathBaseOperation.cpp')
-rw-r--r-- | source/blender/compositor/operations/COM_MathBaseOperation.cpp | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_MathBaseOperation.cpp b/source/blender/compositor/operations/COM_MathBaseOperation.cpp index 0a515da1877..99385a5073a 100644 --- a/source/blender/compositor/operations/COM_MathBaseOperation.cpp +++ b/source/blender/compositor/operations/COM_MathBaseOperation.cpp @@ -356,3 +356,50 @@ void MathArcTan2Operation::executePixelSampled(float output[4], float x, float y clampIfNeeded(output); } + +void MathFloorOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) +{ + float inputValue1[4]; + + this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler); + + output[0] = floor(inputValue1[0]); + + clampIfNeeded(output); +} + +void MathCeilOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) +{ + float inputValue1[4]; + + this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler); + + output[0] = ceil(inputValue1[0]); + + clampIfNeeded(output); +} + +void MathFractOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) +{ + float inputValue1[4]; + + this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler); + + output[0] = inputValue1[0] - floor(inputValue1[0]); + + clampIfNeeded(output); +} + +void MathSqrtOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) +{ + float inputValue1[4]; + + this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler); + + if (inputValue1[0] > 0) + output[0] = sqrt(inputValue1[0]); + else + output[0] = 0.0f; + + clampIfNeeded(output); +} |