/* * 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_math_vec_types.hh" #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(int operation); const FloatMathOperationInfo *get_float3_math_operation_info(int operation); const FloatMathOperationInfo *get_float_compare_operation_info(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 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 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 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; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl_fl_to_bool(const NodeCompareOperation operation, Callback &&callback) { const FloatMathOperationInfo *info = get_float_compare_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_COMPARE_LESS_THAN: return dispatch([](float a, float b) { return a < b; }); case NODE_COMPARE_LESS_EQUAL: return dispatch([](float a, float b) { return a <= b; }); case NODE_COMPARE_GREATER_THAN: return dispatch([](float a, float b) { return a > b; }); case NODE_COMPARE_GREATER_EQUAL: return dispatch([](float a, float b) { return a >= b; }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_fl3_to_fl3(const NodeVectorMathOperation operation, Callback &&callback) { using namespace blender::math; const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_ADD: return dispatch([](float3 a, float3 b) { return a + b; }); case NODE_VECTOR_MATH_SUBTRACT: return dispatch([](float3 a, float3 b) { return a - b; }); case NODE_VECTOR_MATH_MULTIPLY: return dispatch([](float3 a, float3 b) { return a * b; }); case NODE_VECTOR_MATH_DIVIDE: return dispatch([](float3 a, float3 b) { return safe_divide(a, b); }); case NODE_VECTOR_MATH_CROSS_PRODUCT: return dispatch([](float3 a, float3 b) { return cross_high_precision(a, b); }); case NODE_VECTOR_MATH_PROJECT: return dispatch([](float3 a, float3 b) { return project(a, b); }); case NODE_VECTOR_MATH_REFLECT: return dispatch([](float3 a, float3 b) { return reflect(a, normalize(b)); }); case NODE_VECTOR_MATH_SNAP: return dispatch([](float3 a, float3 b) { return floor(safe_divide(a, b)) * b; }); case NODE_VECTOR_MATH_MODULO: return dispatch([](float3 a, float3 b) { return mod(a, b); }); case NODE_VECTOR_MATH_MINIMUM: return dispatch([](float3 a, float3 b) { return min(a, b); }); case NODE_VECTOR_MATH_MAXIMUM: return dispatch([](float3 a, float3 b) { return max(a, b); }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_fl3_to_fl(const NodeVectorMathOperation operation, Callback &&callback) { using namespace blender::math; const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_DOT_PRODUCT: return dispatch([](float3 a, float3 b) { return dot(a, b); }); case NODE_VECTOR_MATH_DISTANCE: return dispatch([](float3 a, float3 b) { return distance(a, b); }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_fl3_fl3_to_fl3(const NodeVectorMathOperation operation, Callback &&callback) { using namespace blender::math; const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_MULTIPLY_ADD: return dispatch([](float3 a, float3 b, float3 c) { return a * b + c; }); case NODE_VECTOR_MATH_WRAP: return dispatch([](float3 a, float3 b, float3 c) { return float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z)); }); case NODE_VECTOR_MATH_FACEFORWARD: return dispatch([](float3 a, float3 b, float3 c) { return faceforward(a, b, c); }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_fl3_fl_to_fl3(const NodeVectorMathOperation operation, Callback &&callback) { using namespace blender::math; const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_REFRACT: return dispatch([](float3 a, float3 b, float c) { return refract(a, normalize(b), c); }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_to_fl(const NodeVectorMathOperation operation, Callback &&callback) { using namespace blender::math; const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_LENGTH: return dispatch([](float3 in) { return length(in); }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_fl_to_fl3(const NodeVectorMathOperation operation, Callback &&callback) { const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_SCALE: return dispatch([](float3 a, float b) { return a * b; }); default: return false; } return false; } /** * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature. */ template inline bool try_dispatch_float_math_fl3_to_fl3(const NodeVectorMathOperation operation, Callback &&callback) { using namespace blender::math; const FloatMathOperationInfo *info = get_float3_math_operation_info(operation); if (info == nullptr) { return false; } /* This is just a utility function to keep the individual cases smaller. */ auto dispatch = [&](auto math_function) -> bool { callback(math_function, *info); return true; }; switch (operation) { case NODE_VECTOR_MATH_NORMALIZE: return dispatch([](float3 in) { return normalize(in); }); /* Should be safe. */ case NODE_VECTOR_MATH_FLOOR: return dispatch([](float3 in) { return floor(in); }); case NODE_VECTOR_MATH_CEIL: return dispatch([](float3 in) { return ceil(in); }); case NODE_VECTOR_MATH_FRACTION: return dispatch([](float3 in) { return fract(in); }); case NODE_VECTOR_MATH_ABSOLUTE: return dispatch([](float3 in) { return abs(in); }); case NODE_VECTOR_MATH_SINE: return dispatch([](float3 in) { return float3(sinf(in.x), sinf(in.y), sinf(in.z)); }); case NODE_VECTOR_MATH_COSINE: return dispatch([](float3 in) { return float3(cosf(in.x), cosf(in.y), cosf(in.z)); }); case NODE_VECTOR_MATH_TANGENT: return dispatch([](float3 in) { return float3(tanf(in.x), tanf(in.y), tanf(in.z)); }); default: return false; } return false; } } // namespace blender::nodes