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Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes/SHD_math.c')
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_math.c193
1 files changed, 193 insertions, 0 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_math.c b/source/blender/nodes/intern/SHD_nodes/SHD_math.c
new file mode 100644
index 00000000000..89a7f58c147
--- /dev/null
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_math.c
@@ -0,0 +1,193 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../SHD_util.h"
+
+
+
+/* **************** SCALAR MATH ******************** */
+static bNodeSocketType sh_node_math_in[]= {
+ { SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f},
+ { SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -100.0f, 100.0f},
+ { -1, 0, "" }
+};
+
+static bNodeSocketType sh_node_math_out[]= {
+ { SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_math(void *data, bNode *node, bNodeStack **in,
+bNodeStack **out)
+{
+ switch(node->custom1){
+
+ case 0: /* Add */
+ out[0]->vec[0]= in[0]->vec[0] + in[1]->vec[0];
+ break;
+ case 1: /* Subtract */
+ out[0]->vec[0]= in[0]->vec[0] - in[1]->vec[0];
+ break;
+ case 2: /* Multiply */
+ out[0]->vec[0]= in[0]->vec[0] * in[1]->vec[0];
+ break;
+ case 3: /* Divide */
+ {
+ if(in[1]->vec[0]==0) /* We don't want to divide by zero. */
+ out[0]->vec[0]= 0.0;
+ else
+ out[0]->vec[0]= in[0]->vec[0] / in[1]->vec[0];
+ }
+ break;
+ case 4: /* Sine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= sin(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= sin(in[1]->vec[0]);
+ }
+ break;
+ case 5: /* Cosine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= cos(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= cos(in[1]->vec[0]);
+ }
+ break;
+ case 6: /* Tangent */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= tan(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= tan(in[1]->vec[0]);
+ }
+ break;
+ case 7: /* Arc-Sine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ /* Can't do the impossible... */
+ if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
+ out[0]->vec[0]= asin(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ else {
+ /* Can't do the impossible... */
+ if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
+ out[0]->vec[0]= asin(in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ }
+ break;
+ case 8: /* Arc-Cosine */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ /* Can't do the impossible... */
+ if( in[0]->vec[0] <= 1 && in[0]->vec[0] >= -1 )
+ out[0]->vec[0]= acos(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ else {
+ /* Can't do the impossible... */
+ if( in[1]->vec[0] <= 1 && in[1]->vec[0] >= -1 )
+ out[0]->vec[0]= acos(in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ }
+ break;
+ case 9: /* Arc-Tangent */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= atan(in[0]->vec[0]);
+ else
+ out[0]->vec[0]= atan(in[1]->vec[0]);
+ }
+ break;
+ case 10: /* Power */
+ {
+ /* Don't want any imaginary numbers... */
+ if( in[0]->vec[0] >= 0 )
+ out[0]->vec[0]= pow(in[0]->vec[0], in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ break;
+ case 11: /* Logarithm */
+ {
+ /* Don't want any imaginary numbers... */
+ if( in[0]->vec[0] > 0 && in[1]->vec[0] > 0 )
+ out[0]->vec[0]= log(in[0]->vec[0]) / log(in[1]->vec[0]);
+ else
+ out[0]->vec[0]= 0.0;
+ }
+ break;
+ case 12: /* Minimum */
+ {
+ if( in[0]->vec[0] < in[1]->vec[0] )
+ out[0]->vec[0]= in[0]->vec[0];
+ else
+ out[0]->vec[0]= in[1]->vec[0];
+ }
+ break;
+ case 13: /* Maximum */
+ {
+ if( in[0]->vec[0] > in[1]->vec[0] )
+ out[0]->vec[0]= in[0]->vec[0];
+ else
+ out[0]->vec[0]= in[1]->vec[0];
+ }
+ break;
+ case 14: /* Round */
+ {
+ if(in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= (int)(in[0]->vec[0] + 0.5f);
+ else
+ out[0]->vec[0]= (int)(in[1]->vec[0] + 0.5f);
+ }
+ break;
+ }
+}
+
+bNodeType sh_node_math= {
+ /* type code */ SH_NODE_MATH,
+ /* name */ "Math",
+ /* width+range */ 120, 110, 160,
+ /* class+opts */ NODE_CLASS_CONVERTOR, NODE_OPTIONS,
+ /* input sock */ sh_node_math_in,
+ /* output sock */ sh_node_math_out,
+ /* storage */ "node_math",
+ /* execfunc */ node_shader_exec_math,
+ /* butfunc */ node_buts_math,
+ NULL
+};
+