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authorRobert Holcomb <bob_holcomb@hotmail.com>2007-03-24 09:57:29 +0300
committerRobert Holcomb <bob_holcomb@hotmail.com>2007-03-24 09:57:29 +0300
commit611d1c523c6872e048ba0f379d116d727a756e1e (patch)
treef6624b8fd1d4d9bb4cef9da2710dfc1ec6bce67a /source/blender/nodes/intern/SHD_nodes/SHD_math.c
parentf4c816869c8a9240eb6ed9abef194c4887256df2 (diff)
Initial commit. Not in build system so shouldn't interfere with anything at this point. Will commit modified versions of existing files once build system is tested.
Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes/SHD_math.c')
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_math.c193
1 files changed, 193 insertions, 0 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_math.c b/source/blender/nodes/intern/SHD_nodes/SHD_math.c
new file mode 100644
index 00000000000..89a7f58c147
--- /dev/null
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_math.c
@@ -0,0 +1,193 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../SHD_util.h"
+
+
+
+/* **************** SCALAR MATH ******************** */
+static bNodeSocketType sh_node_math_in[]= {
+ { SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f},
+ { SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f},
+ { -1, 0, "" }
+};
+
+static bNodeSocketType sh_node_math_out[]= {
+ { SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_math(void *data, bNode *node, bNodeStack **in,
+bNodeStack **out)
+{
+ switch(node->custom1){
+
+ case 0: /* Add */
+ out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0];
+ break;
+ case 1: /* Subtract */
+ out[0]->vec[0]= in[0]->vec[0] - in[1]->vec[0];
+ break;
+ case 2: /* Multiply */
+ out[0]->vec[0]= in[0]->vec[0] * in[1]->vec[0];
+ break;
+ case 3: /* Divide */
+ {
+ if(in[1]->vec[0]==0) /* We don't want to divide by zero. */
+ out[0]->vec[0]= 0.0;
+ else
+ out[0]->vec[0]= in[0]->vec[0] / in[1]->vec[0];
+ }
+ break;
+ case 4: /* Sine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= sin(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= sin(in[1]->vec[0]);
+ }
+ break;
+ case 5: /* Cosine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= cos(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= cos(in[1]->vec[0]);
+ }
+ break;
+ case 6: /* Tangent */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= tan(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= tan(in[1]->vec[0]);
+ }
+ break;
+ case 7: /* Arc-Sine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ /* Can't do the impossible... */
+ if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
+ out[0]->vec[0]= asin(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ else {
+ /* Can't do the impossible... */
+ if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
+ out[0]->vec[0]= asin(in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ }
+ break;
+ case 8: /* Arc-Cosine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ /* Can't do the impossible... */
+ if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
+ out[0]->vec[0]= acos(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ else {
+ /* Can't do the impossible... */
+ if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
+ out[0]->vec[0]= acos(in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ }
+ break;
+ case 9: /* Arc-Tangent */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= atan(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= atan(in[1]->vec[0]);
+ }
+ break;
+ case 10: /* Power */
+ {
+ /* Don't want any imaginary numbers... */
+ if( in[0]->vec[0] >= 0 )
+ out[0]->vec[0]= pow(in[0]->vec[0], in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ break;
+ case 11: /* Logarithm */
+ {
+ /* Don't want any imaginary numbers... */
+ if( in[0]->vec[0] > 0 && in[1]->vec[0] > 0 )
+ out[0]->vec[0]= log(in[0]->vec[0]) / log(in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ break;
+ case 12: /* Minimum */
+ {
+ if( in[0]->vec[0] < in[1]->vec[0] )
+ out[0]->vec[0]= in[0]->vec[0];
+ else
+ out[0]->vec[0]= in[1]->vec[0];
+ }
+ break;
+ case 13: /* Maximum */
+ {
+ if( in[0]->vec[0] > in[1]->vec[0] )
+ out[0]->vec[0]= in[0]->vec[0];
+ else
+ out[0]->vec[0]= in[1]->vec[0];
+ }
+ break;
+ case 14: /* Round */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= (int)(in[0]->vec[0] + 0.5f);
+ else
+ out[0]->vec[0]= (int)(in[1]->vec[0] + 0.5f);
+ }
+ break;
+ }
+}
+
+bNodeType sh_node_math= {
+ /* type code */ SH_NODE_MATH,
+ /* name */ "Math",
+ /* width+range */ 120, 110, 160,
+ /* class+opts */ NODE_CLASS_CONVERTOR, NODE_OPTIONS,
+ /* input sock */ sh_node_math_in,
+ /* output sock */ sh_node_math_out,
+ /* storage */ "node_math",
+ /* execfunc */ node_shader_exec_math,
+ /* butfunc */ node_buts_math,
+ NULL
+};
+