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Diffstat (limited to 'intern/cycles/kernel/shaders/node_math.h')
-rw-r--r-- | intern/cycles/kernel/shaders/node_math.h | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_math.h b/intern/cycles/kernel/shaders/node_math.h new file mode 100644 index 00000000000..9baf1014418 --- /dev/null +++ b/intern/cycles/kernel/shaders/node_math.h @@ -0,0 +1,94 @@ +/* + * Copyright 2011-2020 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +float safe_divide(float a, float b) +{ + return (b != 0.0) ? a / b : 0.0; +} + +vector safe_divide(vector a, vector b) +{ + return vector((b[0] != 0.0) ? a[0] / b[0] : 0.0, + (b[1] != 0.0) ? a[1] / b[1] : 0.0, + (b[2] != 0.0) ? a[2] / b[2] : 0.0); +} + +float safe_modulo(float a, float b) +{ + return (b != 0.0) ? fmod(a, b) : 0.0; +} + +float fract(float a) +{ + return a - floor(a); +} + +/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */ +float smoothmin(float a, float b, float c) +{ + if (c != 0.0) { + float h = max(c - abs(a - b), 0.0) / c; + return min(a, b) - h * h * h * c * (1.0 / 6.0); + } + else { + return min(a, b); + } +} + +float pingpong(float a, float b) +{ + return (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - b) : 0.0; +} + +float safe_sqrt(float a) +{ + return (a > 0.0) ? sqrt(a) : 0.0; +} + +float safe_log(float a, float b) +{ + return (a > 0.0 && b > 0.0) ? log(a) / log(b) : 0.0; +} + +float safe_divide(float a, float b) +{ + return (b != 0.0) ? a / b : 0.0; +} + +vector project(vector v, vector v_proj) +{ + float lenSquared = dot(v_proj, v_proj); + return (lenSquared != 0.0) ? (dot(v, v_proj) / lenSquared) * v_proj : vector(0.0); +} + +vector snap(vector a, vector b) +{ + return floor(safe_divide(a, b)) * b; +} + +/* Adapted from godotengine math_funcs.h. */ +float wrap(float value, float max, float min) +{ + float range = max - min; + return (range != 0.0) ? value - (range * floor((value - min) / range)) : min; +} + +point wrap(point value, point max, point min) +{ + return point(wrap(value[0], max[0], min[0]), + wrap(value[1], max[1], min[1]), + wrap(value[2], max[2], min[2])); +} |