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Diffstat (limited to 'intern/cycles/kernel/shaders/node_math.h')
-rw-r--r--intern/cycles/kernel/shaders/node_math.h94
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]));
+}