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.h | |
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.h')
-rw-r--r-- | source/blender/compositor/operations/COM_MathBaseOperation.h | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_MathBaseOperation.h b/source/blender/compositor/operations/COM_MathBaseOperation.h index c636117451f..5435cc82ba7 100644 --- a/source/blender/compositor/operations/COM_MathBaseOperation.h +++ b/source/blender/compositor/operations/COM_MathBaseOperation.h @@ -175,4 +175,28 @@ public: void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); }; +class MathFloorOperation : public MathBaseOperation { +public: + MathFloorOperation() : MathBaseOperation() {} + void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); +}; + +class MathCeilOperation : public MathBaseOperation { +public: + MathCeilOperation() : MathBaseOperation() {} + void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); +}; + +class MathFractOperation : public MathBaseOperation { +public: + MathFractOperation() : MathBaseOperation() {} + void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); +}; + +class MathSqrtOperation : public MathBaseOperation { +public: + MathSqrtOperation() : MathBaseOperation() {} + void executePixelSampled(float output[4], float x, float y, PixelSampler sampler); +}; + #endif |