/* * Copyright 2011, Blender Foundation. * * 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. * * Contributor: * Jeroen Bakker * Monique Dewanchand */ #include "COM_MathBaseOperation.h" extern "C" { #include "BLI_math.h" } MathBaseOperation::MathBaseOperation(): NodeOperation() { this->addInputSocket(COM_DT_VALUE); this->addInputSocket(COM_DT_VALUE); this->addOutputSocket(COM_DT_VALUE); this->inputValue1Operation = NULL; this->inputValue2Operation = NULL; } void MathBaseOperation::initExecution() { this->inputValue1Operation = this->getInputSocketReader(0); this->inputValue2Operation = this->getInputSocketReader(1); } void MathBaseOperation::deinitExecution() { this->inputValue1Operation = NULL; this->inputValue2Operation = NULL; } void MathAddOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = inputValue1[0] + inputValue2[0]; } void MathSubtractOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = inputValue1[0] - inputValue2[0]; } void MathMultiplyOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = inputValue1[0] * inputValue2[0]; } void MathDivideOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); if (inputValue2[0]==0) /* We don't want to divide by zero. */ outputValue[0]= 0.0; else outputValue[0]= inputValue1[0] / inputValue2[0]; } void MathSineOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = sin(inputValue1[0]); } void MathCosineOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = cos(inputValue1[0]); } void MathTangentOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = tan(inputValue1[0]); } void MathArcSineOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); if (inputValue1[0] <= 1 && inputValue1[0] >= -1 ) outputValue[0]= asin(inputValue1[0]); else outputValue[0]= 0.0; } void MathArcCosineOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); if (inputValue1[0] <= 1 && inputValue1[0] >= -1 ) outputValue[0]= acos(inputValue1[0]); else outputValue[0]= 0.0; } void MathArcTangentOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = atan(inputValue1[0]); } void MathPowerOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); if ( inputValue1[0] >= 0 ) { outputValue[0]= pow(inputValue1[0], inputValue2[0]); } else { float y_mod_1 = fmod(inputValue2[0], 1); /* if input value is not nearly an integer, fall back to zero, nicer than straight rounding */ if (y_mod_1 > 0.999 || y_mod_1 < 0.001) { outputValue[0]= pow(inputValue1[0], (float)floor(inputValue2[0] + 0.5)); } else { outputValue[0] = 0.0; } } } void MathLogarithmOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); if ( inputValue1[0] > 0 && inputValue2[0] > 0 ) outputValue[0]= log(inputValue1[0]) / log(inputValue2[0]); else outputValue[0]= 0.0; } void MathMinimumOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = min(inputValue1[0], inputValue2[0]); } void MathMaximumOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = max(inputValue1[0], inputValue2[0]); } void MathRoundOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = round(inputValue1[0]); } void MathLessThanOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inputValue1[4]; float inputValue2[4]; inputValue1Operation->read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = inputValue1[0]read(&inputValue1[0], x, y, sampler, inputBuffers); inputValue2Operation->read(&inputValue2[0], x, y, sampler, inputBuffers); outputValue[0] = inputValue1[0]>inputValue2[0]?1.0f:0.0f; }