/** * $Id$ * * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 *UNUSED(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; case 15: /* Less Than */ { if( in[0]->vec[0] < in[1]->vec[0] ) out[0]->vec[0]= 1.0f; else out[0]->vec[0]= 0.0f; } break; case 16: /* Greater Than */ { if( in[0]->vec[0] > in[1]->vec[0] ) out[0]->vec[0]= 1.0f; else out[0]->vec[0]= 0.0f; } break; } } static int gpu_shader_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) { static char *names[] = {"math_add", "math_subtract", "math_multiply", "math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin", "math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max", "math_round", "math_less_than", "math_greater_than"}; switch (node->custom1) { case 0: case 1: case 2: case 3: case 10: case 11: case 12: case 13: case 15: case 16: GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]), GPU_socket(&in[1])); break; case 4: case 5: case 6: case 7: case 8: case 9: case 14: if(in[0].hasinput || !in[1].hasinput) GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0])); else GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1])); break; default: return 0; } return 1; } bNodeType sh_node_math= { /* *next,*prev */ NULL, NULL, /* 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 */ NULL, /* initfunc */ NULL, /* freestoragefunc */ NULL, /* copystoragefunc */ NULL, /* id */ NULL, NULL, NULL, /* gpufunc */ gpu_shader_math };