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/*
* 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!");
}
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