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Diffstat (limited to 'source/blender/nodes/NOD_math_functions.hh')
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+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#pragma once
+
+#include "DNA_node_types.h"
+
+#include "BLI_math_base_safe.h"
+#include "BLI_math_rotation.h"
+#include "BLI_string_ref.hh"
+
+namespace blender::nodes {
+
+struct FloatMathOperationInfo {
+ StringRefNull title_case_name;
+ StringRefNull shader_name;
+
+ FloatMathOperationInfo() = delete;
+ FloatMathOperationInfo(StringRefNull title_case_name, StringRefNull shader_name)
+ : title_case_name(title_case_name), shader_name(shader_name)
+ {
+ }
+};
+
+const FloatMathOperationInfo *get_float_math_operation_info(const int operation);
+
+/**
+ * This calls the `callback` with two arguments:
+ * 1. The math function that takes a float as input and outputs a new float.
+ * 2. A #FloatMathOperationInfo struct reference.
+ * Returns true when the callback has been called, otherwise false.
+ *
+ * The math function that is passed to the callback is actually a lambda function that is different
+ * for every operation. Therefore, if the callback is templated on the math function, it will get
+ * instantiated for every operation separately. This has two benefits:
+ * - The compiler can optimize the callback for every operation separately.
+ * - A static variable declared in the callback will be generated for every operation separately.
+ *
+ * If separate instantiations are not desired, the callback can also take a function pointer with
+ * the following signature as input instead: float (*math_function)(float a).
+ */
+template<typename Callback>
+inline bool try_dispatch_float_math_fl_to_fl(const int operation, Callback &&callback)
+{
+ const FloatMathOperationInfo *info = get_float_math_operation_info(operation);
+ if (info == nullptr) {
+ return false;
+ }
+
+ /* This is just an utility function to keep the individual cases smaller. */
+ auto dispatch = [&](auto math_function) -> bool {
+ callback(math_function, *info);
+ return true;
+ };
+
+ switch (operation) {
+ case NODE_MATH_EXPONENT:
+ return dispatch([](float a) { return expf(a); });
+ case NODE_MATH_SQRT:
+ return dispatch([](float a) { return safe_sqrtf(a); });
+ case NODE_MATH_INV_SQRT:
+ return dispatch([](float a) { return safe_inverse_sqrtf(a); });
+ case NODE_MATH_ABSOLUTE:
+ return dispatch([](float a) { return fabs(a); });
+ case NODE_MATH_RADIANS:
+ return dispatch([](float a) { return (float)DEG2RAD(a); });
+ case NODE_MATH_DEGREES:
+ return dispatch([](float a) { return (float)RAD2DEG(a); });
+ case NODE_MATH_SIGN:
+ return dispatch([](float a) { return compatible_signf(a); });
+ case NODE_MATH_ROUND:
+ return dispatch([](float a) { return floorf(a + 0.5f); });
+ case NODE_MATH_FLOOR:
+ return dispatch([](float a) { return floorf(a); });
+ case NODE_MATH_CEIL:
+ return dispatch([](float a) { return ceilf(a); });
+ case NODE_MATH_FRACTION:
+ return dispatch([](float a) { return a - floorf(a); });
+ case NODE_MATH_TRUNC:
+ return dispatch([](float a) { return a >= 0.0f ? floorf(a) : ceilf(a); });
+ case NODE_MATH_SINE:
+ return dispatch([](float a) { return sinf(a); });
+ case NODE_MATH_COSINE:
+ return dispatch([](float a) { return cosf(a); });
+ case NODE_MATH_TANGENT:
+ return dispatch([](float a) { return tanf(a); });
+ case NODE_MATH_SINH:
+ return dispatch([](float a) { return sinhf(a); });
+ case NODE_MATH_COSH:
+ return dispatch([](float a) { return coshf(a); });
+ case NODE_MATH_TANH:
+ return dispatch([](float a) { return tanhf(a); });
+ case NODE_MATH_ARCSINE:
+ return dispatch([](float a) { return safe_asinf(a); });
+ case NODE_MATH_ARCCOSINE:
+ return dispatch([](float a) { return safe_acosf(a); });
+ case NODE_MATH_ARCTANGENT:
+ return dispatch([](float a) { return atanf(a); });
+ }
+ return false;
+}
+
+/**
+ * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
+ */
+template<typename Callback>
+inline bool try_dispatch_float_math_fl_fl_to_fl(const int operation, Callback &&callback)
+{
+ const FloatMathOperationInfo *info = get_float_math_operation_info(operation);
+ if (info == nullptr) {
+ return false;
+ }
+
+ /* This is just an utility function to keep the individual cases smaller. */
+ auto dispatch = [&](auto math_function) -> bool {
+ callback(math_function, *info);
+ return true;
+ };
+
+ switch (operation) {
+ case NODE_MATH_ADD:
+ return dispatch([](float a, float b) { return a + b; });
+ case NODE_MATH_SUBTRACT:
+ return dispatch([](float a, float b) { return a - b; });
+ case NODE_MATH_MULTIPLY:
+ return dispatch([](float a, float b) { return a * b; });
+ case NODE_MATH_DIVIDE:
+ return dispatch([](float a, float b) { return safe_divide(a, b); });
+ case NODE_MATH_POWER:
+ return dispatch([](float a, float b) { return safe_powf(a, b); });
+ case NODE_MATH_LOGARITHM:
+ return dispatch([](float a, float b) { return safe_logf(a, b); });
+ case NODE_MATH_MINIMUM:
+ return dispatch([](float a, float b) { return std::min(a, b); });
+ case NODE_MATH_MAXIMUM:
+ return dispatch([](float a, float b) { return std::max(a, b); });
+ case NODE_MATH_LESS_THAN:
+ return dispatch([](float a, float b) { return (float)(a < b); });
+ case NODE_MATH_GREATER_THAN:
+ return dispatch([](float a, float b) { return (float)(a > b); });
+ case NODE_MATH_MODULO:
+ return dispatch([](float a, float b) { return safe_modf(a, b); });
+ case NODE_MATH_SNAP:
+ return dispatch([](float a, float b) { return floorf(safe_divide(a, b)) * b; });
+ case NODE_MATH_ARCTAN2:
+ return dispatch([](float a, float b) { return atan2f(a, b); });
+ case NODE_MATH_PINGPONG:
+ return dispatch([](float a, float b) { return pingpongf(a, b); });
+ }
+ return false;
+}
+
+/**
+ * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
+ */
+template<typename Callback>
+inline bool try_dispatch_float_math_fl_fl_fl_to_fl(const int operation, Callback &&callback)
+{
+ const FloatMathOperationInfo *info = get_float_math_operation_info(operation);
+ if (info == nullptr) {
+ return false;
+ }
+
+ /* This is just an utility function to keep the individual cases smaller. */
+ auto dispatch = [&](auto math_function) -> bool {
+ callback(math_function, *info);
+ return true;
+ };
+
+ switch (operation) {
+ case NODE_MATH_MULTIPLY_ADD:
+ return dispatch([](float a, float b, float c) { return a * b + c; });
+ case NODE_MATH_COMPARE:
+ return dispatch([](float a, float b, float c) -> float {
+ return ((a == b) || (fabsf(a - b) <= fmaxf(c, FLT_EPSILON))) ? 1.0f : 0.0f;
+ });
+ case NODE_MATH_SMOOTH_MIN:
+ return dispatch([](float a, float b, float c) { return smoothminf(a, b, c); });
+ case NODE_MATH_SMOOTH_MAX:
+ return dispatch([](float a, float b, float c) { return -smoothminf(-a, -b, -c); });
+ case NODE_MATH_WRAP:
+ return dispatch([](float a, float b, float c) { return wrapf(a, b, c); });
+ }
+ return false;
+}
+
+} // namespace blender::nodes