1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
|
/*
* 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_fn_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);
}
|