diff options
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r-- | intern/cycles/kernel/shaders/CMakeLists.txt | 1 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_math.h | 94 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_math.osl | 50 | ||||
-rw-r--r-- | intern/cycles/kernel/shaders/node_vector_math.osl | 37 |
4 files changed, 110 insertions, 72 deletions
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt index 8605f23b8fa..1c9445107ad 100644 --- a/intern/cycles/kernel/shaders/CMakeLists.txt +++ b/intern/cycles/kernel/shaders/CMakeLists.txt @@ -112,6 +112,7 @@ set(SRC_OSL_HEADERS node_color.h node_fresnel.h node_hash.h + node_math.h node_noise.h node_ramp_util.h stdcycles.h 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])); +} diff --git a/intern/cycles/kernel/shaders/node_math.osl b/intern/cycles/kernel/shaders/node_math.osl index 54a2e38dcd6..6c3dd1547a6 100644 --- a/intern/cycles/kernel/shaders/node_math.osl +++ b/intern/cycles/kernel/shaders/node_math.osl @@ -15,55 +15,7 @@ */ #include "stdcycles.h" - -float safe_divide(float a, float b) -{ - return (b != 0.0) ? a / b : 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); -} - -/* 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; -} - -float safe_log(float a, float b) -{ - return (a > 0.0 && b > 0.0) ? log(a) / log(b) : 0.0; -} +#include "node_math.h" /* OSL asin, acos, and pow functions are safe by default. */ shader node_math(string type = "add", diff --git a/intern/cycles/kernel/shaders/node_vector_math.osl b/intern/cycles/kernel/shaders/node_vector_math.osl index 87bfb663d2c..7f3ea781f38 100644 --- a/intern/cycles/kernel/shaders/node_vector_math.osl +++ b/intern/cycles/kernel/shaders/node_vector_math.osl @@ -15,33 +15,12 @@ */ #include "stdcycles.h" - -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); -} - -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; -} +#include "node_math.h" shader node_vector_math(string type = "add", vector Vector1 = vector(0.0, 0.0, 0.0), vector Vector2 = vector(0.0, 0.0, 0.0), + vector Vector3 = vector(0.0, 0.0, 0.0), float Scale = 1.0, output float Value = 0.0, output vector Vector = vector(0.0, 0.0, 0.0)) @@ -94,6 +73,9 @@ shader node_vector_math(string type = "add", else if (type == "modulo") { Vector = fmod(Vector1, Vector2); } + else if (type == "wrap") { + Vector = wrap(Vector1, Vector2, Vector3); + } else if (type == "fraction") { Vector = Vector1 - floor(Vector1); } @@ -106,6 +88,15 @@ shader node_vector_math(string type = "add", else if (type == "maximum") { Vector = max(Vector1, Vector2); } + else if (type == "sine") { + Vector = sin(Vector1); + } + else if (type == "cosine") { + Vector = cos(Vector1); + } + else if (type == "tangent") { + Vector = tan(Vector1); + } else { warning("%s", "Unknown vector math operator!"); } |