/* * 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. */ /** \file * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** SCALAR MATH ******************** */ static bNodeSocketTemplate sh_node_math_in[] = { {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {SOCK_FLOAT, N_("Value"), 0.0f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {-1, ""}}; static bNodeSocketTemplate sh_node_math_out[] = {{SOCK_FLOAT, N_("Value")}, {-1, ""}}; static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { static const char *names[] = { [NODE_MATH_ADD] = "math_add", [NODE_MATH_SUBTRACT] = "math_subtract", [NODE_MATH_MULTIPLY] = "math_multiply", [NODE_MATH_DIVIDE] = "math_divide", [NODE_MATH_MULTIPLY_ADD] = "math_multiply_add", [NODE_MATH_POWER] = "math_power", [NODE_MATH_LOGARITHM] = "math_logarithm", [NODE_MATH_EXPONENT] = "math_exponent", [NODE_MATH_SQRT] = "math_sqrt", [NODE_MATH_INV_SQRT] = "math_inversesqrt", [NODE_MATH_ABSOLUTE] = "math_absolute", [NODE_MATH_RADIANS] = "math_radians", [NODE_MATH_DEGREES] = "math_degrees", [NODE_MATH_MINIMUM] = "math_minimum", [NODE_MATH_MAXIMUM] = "math_maximum", [NODE_MATH_LESS_THAN] = "math_less_than", [NODE_MATH_GREATER_THAN] = "math_greater_than", [NODE_MATH_SIGN] = "math_sign", [NODE_MATH_COMPARE] = "math_compare", [NODE_MATH_SMOOTH_MIN] = "math_smoothmin", [NODE_MATH_SMOOTH_MAX] = "math_smoothmax", [NODE_MATH_ROUND] = "math_round", [NODE_MATH_FLOOR] = "math_floor", [NODE_MATH_CEIL] = "math_ceil", [NODE_MATH_FRACTION] = "math_fraction", [NODE_MATH_MODULO] = "math_modulo", [NODE_MATH_TRUNC] = "math_trunc", [NODE_MATH_SNAP] = "math_snap", [NODE_MATH_WRAP] = "math_wrap", [NODE_MATH_PINGPONG] = "math_pingpong", [NODE_MATH_SINE] = "math_sine", [NODE_MATH_COSINE] = "math_cosine", [NODE_MATH_TANGENT] = "math_tangent", [NODE_MATH_SINH] = "math_sinh", [NODE_MATH_COSH] = "math_cosh", [NODE_MATH_TANH] = "math_tanh", [NODE_MATH_ARCSINE] = "math_arcsine", [NODE_MATH_ARCCOSINE] = "math_arccosine", [NODE_MATH_ARCTANGENT] = "math_arctangent", [NODE_MATH_ARCTAN2] = "math_arctan2", }; if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) { int ret = GPU_stack_link(mat, node, names[node->custom1], in, out); if (ret && node->custom2 & SHD_MATH_CLAMP) { float min[3] = {0.0f, 0.0f, 0.0f}; float max[3] = {1.0f, 1.0f, 1.0f}; GPU_link( mat, "clamp_value", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link); } return ret; } else { return 0; } } void register_node_type_sh_math(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0); node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out); node_type_label(&ntype, node_math_label); node_type_gpu(&ntype, gpu_shader_math); node_type_update(&ntype, node_math_update); nodeRegisterType(&ntype); }