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authorCharlie Jolly <charlie>2019-12-06 02:02:05 +0300
committerCharlie Jolly <mistajolly@gmail.com>2019-12-07 15:33:07 +0300
commit0406eb110332a863811d7fb6228f9a7ca514e022 (patch)
tree9809062966699e31c785ae0dc97ccb6e9f6c60f7 /source/blender/nodes/texture
parent6a78ace569ec7c0e076e5af34d9496ce3363b81e (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 'source/blender/nodes/texture')
-rw-r--r--source/blender/nodes/texture/nodes/node_texture_math.c141
1 files changed, 141 insertions, 0 deletions
diff --git a/source/blender/nodes/texture/nodes/node_texture_math.c b/source/blender/nodes/texture/nodes/node_texture_math.c
index b1d67a5a953..310300df204 100644
--- a/source/blender/nodes/texture/nodes/node_texture_math.c
+++ b/source/blender/nodes/texture/nodes/node_texture_math.c
@@ -28,6 +28,7 @@
static bNodeSocketTemplate inputs[] = {
{SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f, PROP_NONE},
{SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f, PROP_NONE},
+ {SOCK_FLOAT, 1, N_("Value"), 0.0f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f, PROP_NONE},
{-1, 0, ""},
};
@@ -74,6 +75,18 @@ static void valuefn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
*out = tanf(in0);
break;
}
+ case NODE_MATH_SINH: {
+ *out = sinhf(in0);
+ break;
+ }
+ case NODE_MATH_COSH: {
+ *out = coshf(in0);
+ break;
+ }
+ case NODE_MATH_TANH: {
+ *out = tanhf(in0);
+ break;
+ }
case NODE_MATH_ARCSINE: {
/* Can't do the impossible... */
if (in0 <= 1 && in0 >= -1) {
@@ -182,11 +195,31 @@ static void valuefn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
break;
}
+ case NODE_MATH_RADIANS: {
+ *out = DEG2RADF(in0);
+ break;
+ }
+
+ case NODE_MATH_DEGREES: {
+ *out = RAD2DEGF(in0);
+ break;
+ }
+
case NODE_MATH_ARCTAN2: {
*out = atan2(in0, in1);
break;
}
+ case NODE_MATH_SIGN: {
+ *out = compatible_signf(in0);
+ break;
+ }
+
+ case NODE_MATH_EXPONENT: {
+ *out = expf(in0);
+ break;
+ }
+
case NODE_MATH_FLOOR: {
*out = floorf(in0);
break;
@@ -212,6 +245,76 @@ static void valuefn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
break;
}
+ case NODE_MATH_INV_SQRT: {
+ if (in0 > 0.0f) {
+ *out = 1.0f / sqrtf(in0);
+ }
+ else {
+ *out = 0.0f;
+ }
+ break;
+ }
+
+ case NODE_MATH_TRUNC: {
+ if (in0 > 0.0f) {
+ *out = floorf(in0);
+ }
+ else {
+ *out = ceilf(in0);
+ }
+ break;
+ }
+
+ case NODE_MATH_SNAP: {
+ if (in1 == 0) {
+ *out = 0.0;
+ }
+ else {
+ *out = floorf(in0 / in1) * in1;
+ }
+ break;
+ }
+
+ case NODE_MATH_WRAP: {
+ float in2 = tex_input_value(in[2], p, thread);
+ *out = wrapf(in0, in1, in2);
+ break;
+ }
+
+ case NODE_MATH_PINGPONG: {
+ if (in1 == 0.0f) {
+ *out = 0.0f;
+ }
+ else {
+ *out = fabsf(fractf((in0 - in1) / (in1 * 2.0f)) * in1 * 2.0f - in1);
+ }
+ break;
+ }
+
+ case NODE_MATH_COMPARE: {
+ float in2 = tex_input_value(in[2], p, thread);
+ *out = (fabsf(in0 - in1) <= MAX2(in2, 1e-5f)) ? 1.0f : 0.0f;
+ break;
+ }
+
+ case NODE_MATH_MULTIPLY_ADD: {
+ float in2 = tex_input_value(in[2], p, thread);
+ *out = in0 * in1 + in2;
+ break;
+ }
+
+ case NODE_MATH_SMOOTH_MIN: {
+ float in2 = tex_input_value(in[2], p, thread);
+ *out = smoothminf(in0, in1, in2);
+ break;
+ }
+
+ case NODE_MATH_SMOOTH_MAX: {
+ float in2 = tex_input_value(in[2], p, thread);
+ *out = -smoothminf(-in0, -in1, in2);
+ break;
+ }
+
default: {
BLI_assert(0);
break;
@@ -233,6 +336,43 @@ static void exec(void *data,
tex_output(node, execdata, in, out[0], &valuefn, data);
}
+static void node_shader_update_math(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sock = BLI_findlink(&node->inputs, 1);
+ nodeSetSocketAvailability(sock,
+ !ELEM(node->custom1,
+ NODE_MATH_SQRT,
+ NODE_MATH_SIGN,
+ NODE_MATH_CEIL,
+ NODE_MATH_SINE,
+ NODE_MATH_ROUND,
+ NODE_MATH_FLOOR,
+ NODE_MATH_COSINE,
+ NODE_MATH_ARCSINE,
+ NODE_MATH_TANGENT,
+ NODE_MATH_ABSOLUTE,
+ NODE_MATH_RADIANS,
+ NODE_MATH_DEGREES,
+ NODE_MATH_FRACTION,
+ NODE_MATH_ARCCOSINE,
+ NODE_MATH_ARCTANGENT) &&
+ !ELEM(node->custom1,
+ NODE_MATH_INV_SQRT,
+ NODE_MATH_TRUNC,
+ NODE_MATH_EXPONENT,
+ NODE_MATH_COSH,
+ NODE_MATH_SINH,
+ NODE_MATH_TANH));
+ bNodeSocket *sock2 = BLI_findlink(&node->inputs, 2);
+ nodeSetSocketAvailability(sock2,
+ ELEM(node->custom1,
+ NODE_MATH_COMPARE,
+ NODE_MATH_MULTIPLY_ADD,
+ NODE_MATH_WRAP,
+ NODE_MATH_SMOOTH_MIN,
+ NODE_MATH_SMOOTH_MAX));
+}
+
void register_node_type_tex_math(void)
{
static bNodeType ntype;
@@ -242,6 +382,7 @@ void register_node_type_tex_math(void)
node_type_label(&ntype, node_math_label);
node_type_storage(&ntype, "", NULL, NULL);
node_type_exec(&ntype, NULL, NULL, exec);
+ node_type_update(&ntype, node_shader_update_math);
nodeRegisterType(&ntype);
}