/* * 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 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!"); }