/* * Copyright 2011-2013 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. */ #include "stdosl.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 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; } /* OSL asin, acos, and pow functions are safe by default. */ shader node_math(string type = "add", float Value1 = 0.5, float Value2 = 0.5, output float Value = 0.0) { if (type == "add") Value = Value1 + Value2; else if (type == "subtract") Value = Value1 - Value2; else if (type == "multiply") Value = Value1 * Value2; else if (type == "divide") Value = safe_divide(Value1, Value2); else if (type == "power") Value = pow(Value1, Value2); else if (type == "logarithm") Value = safe_log(Value1, Value2); else if (type == "sqrt") Value = safe_sqrt(Value1); else if (type == "absolute") Value = fabs(Value1); else if (type == "minimum") Value = min(Value1, Value2); else if (type == "maximum") Value = max(Value1, Value2); else if (type == "less_than") Value = Value1 < Value2; else if (type == "greater_than") Value = Value1 > Value2; else if (type == "round") Value = floor(Value1 + 0.5); else if (type == "floor") Value = floor(Value1); else if (type == "ceil") Value = ceil(Value1); else if (type == "fraction") Value = Value1 - floor(Value1); else if (type == "modulo") Value = safe_modulo(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 == "arcsine") Value = asin(Value1); else if (type == "arccosine") Value = acos(Value1); else if (type == "arctangent") Value = atan(Value1); else if (type == "arctan2") Value = atan2(Value1, Value2); else warning("%s", "Unknown math operator!"); }