diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_math.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_math.osl | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_math.osl b/intern/cycles/kernel/shaders/node_math.osl index 13e4c91ba10..1eccb56405b 100644 --- a/intern/cycles/kernel/shaders/node_math.osl +++ b/intern/cycles/kernel/shaders/node_math.osl @@ -26,6 +26,35 @@ float safe_modulo(float a, float b) return (b != 0.0) ? fmod(a, b) : 0.0; } +float fract(float a) +{ + return a - floor(a); +} + +/* 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; +} + +/* 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; @@ -40,6 +69,7 @@ float safe_log(float a, float b) shader node_math(string type = "add", float Value1 = 0.5, float Value2 = 0.5, + float Value3 = 0.5, output float Value = 0.0) { if (type == "add") @@ -56,8 +86,14 @@ shader node_math(string type = "add", Value = safe_log(Value1, Value2); else if (type == "sqrt") Value = safe_sqrt(Value1); + else if (type == "inversesqrt") + Value = inversesqrt(Value1); else if (type == "absolute") Value = fabs(Value1); + else if (type == "radians") + Value = radians(Value1); + else if (type == "degrees") + Value = degrees(Value1); else if (type == "minimum") Value = min(Value1, Value2); else if (type == "maximum") @@ -76,12 +112,26 @@ shader node_math(string type = "add", Value = Value1 - floor(Value1); else if (type == "modulo") Value = safe_modulo(Value1, Value2); + else if (type == "trunc") + Value = trunc(Value1); + else if (type == "snap") + Value = floor(safe_divide(Value1, Value2)) * Value2; + else if (type == "wrap") + Value = wrap(Value1, Value2, Value3); + else if (type == "pingpong") + Value = pingpong(Value1, Value2); else if (type == "sine") Value = sin(Value1); else if (type == "cosine") Value = cos(Value1); else if (type == "tangent") Value = tan(Value1); + else if (type == "sinh") + Value = sinh(Value1); + else if (type == "cosh") + Value = cosh(Value1); + else if (type == "tanh") + Value = tanh(Value1); else if (type == "arcsine") Value = asin(Value1); else if (type == "arccosine") @@ -90,6 +140,18 @@ shader node_math(string type = "add", Value = atan(Value1); else if (type == "arctan2") Value = atan2(Value1, Value2); + else if (type == "sign") + Value = sign(Value1); + else if (type == "exponent") + Value = exp(Value1); + else if (type == "compare") + Value = ((Value1 == Value2) || (abs(Value1 - Value2) <= max(Value3, 1e-5))) ? 1.0 : 0.0; + else if (type == "multiply_add") + Value = Value1 * Value2 + Value3; + else if (type == "smoothmin") + Value = smoothmin(Value1, Value2, Value3); + else if (type == "smoothmax") + Value = -(smoothmin(-Value1, -Value2, Value3)); else warning("%s", "Unknown math operator!"); } |