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test/intern/cycles/kernel/shaders/node_math.osl

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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)
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{
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 fract(float a)
{
return a - floor(a);
}
/* Adapted from godotengine math_funcs.h. */
float wrap(float value, float max, float min)
{
float range = max - min;
return (range != 0.0) ? value - (range * floor((value - min) / range)) : min;
}
/* See: https://www.iquilezles.org/www/articles/smin/smin.htm. */
float smoothmin(float a, float b, float c)
{
if (c != 0.0) {
float h = max(c - abs(a - b), 0.0) / c;
return min(a, b) - h * h * h * c * (1.0 / 6.0);
}
else {
return min(a, b);
}
}
float pingpong(float a, float b)
{
return (b != 0.0) ? abs(fract((a - b) / (b * 2.0)) * b * 2.0 - 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,
float Value3 = 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 == "inversesqrt")
Value = inversesqrt(Value1);
else if (type == "absolute")
Value = fabs(Value1);
else if (type == "radians")
Value = radians(Value1);
else if (type == "degrees")
Value = degrees(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 == "trunc")
Value = trunc(Value1);
else if (type == "snap")
Value = floor(safe_divide(Value1, Value2)) * Value2;
else if (type == "wrap")
Value = wrap(Value1, Value2, Value3);
else if (type == "pingpong")
Value = pingpong(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 == "sinh")
Value = sinh(Value1);
else if (type == "cosh")
Value = cosh(Value1);
else if (type == "tanh")
Value = tanh(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 if (type == "sign")
Value = sign(Value1);
else if (type == "exponent")
Value = exp(Value1);
else if (type == "compare")
Value = ((Value1 == Value2) || (abs(Value1 - Value2) <= max(Value3, 1e-5))) ? 1.0 : 0.0;
else if (type == "multiply_add")
Value = Value1 * Value2 + Value3;
else if (type == "smoothmin")
Value = smoothmin(Value1, Value2, Value3);
else if (type == "smoothmax")
Value = -(smoothmin(-Value1, -Value2, Value3));
else
warning("%s", "Unknown math operator!");
}