This adds "Power" and "Sign" as per-element/channel operations to the Vector Math node. Pull Request: https://projects.blender.org/blender/blender/pulls/139474
293 lines
10 KiB
C++
293 lines
10 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "NOD_math_functions.hh"
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namespace blender::nodes {
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static const mf::MultiFunction *get_base_multi_function(const bNode &node)
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{
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const int mode = node.custom1;
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const mf::MultiFunction *base_fn = nullptr;
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try_dispatch_float_math_fl_to_fl(
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mode, [&](auto devi_fn, auto function, const FloatMathOperationInfo &info) {
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static auto fn = mf::build::SI1_SO<float, float>(
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info.title_case_name.c_str(), function, devi_fn);
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base_fn = &fn;
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});
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if (base_fn != nullptr) {
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return base_fn;
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}
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try_dispatch_float_math_fl_fl_to_fl(
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mode, [&](auto devi_fn, auto function, const FloatMathOperationInfo &info) {
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static auto fn = mf::build::SI2_SO<float, float, float>(
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info.title_case_name.c_str(), function, devi_fn);
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base_fn = &fn;
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});
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if (base_fn != nullptr) {
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return base_fn;
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}
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try_dispatch_float_math_fl_fl_fl_to_fl(
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mode, [&](auto devi_fn, auto function, const FloatMathOperationInfo &info) {
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static auto fn = mf::build::SI3_SO<float, float, float, float>(
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info.title_case_name.c_str(), function, devi_fn);
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base_fn = &fn;
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});
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if (base_fn != nullptr) {
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return base_fn;
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}
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return nullptr;
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}
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class ClampWrapperFunction : public mf::MultiFunction {
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private:
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const mf::MultiFunction &fn_;
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public:
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ClampWrapperFunction(const mf::MultiFunction &fn) : fn_(fn)
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{
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this->set_signature(&fn.signature());
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}
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void call(const IndexMask &mask, mf::Params params, mf::Context context) const override
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{
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fn_.call(mask, params, context);
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/* Assumes the output parameter is the last one. */
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const int output_param_index = this->param_amount() - 1;
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/* This has actually been initialized in the call above. */
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MutableSpan<float> results = params.uninitialized_single_output<float>(output_param_index);
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mask.foreach_index_optimized<int>([&](const int i) {
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float &value = results[i];
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CLAMP(value, 0.0f, 1.0f);
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});
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}
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};
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void node_math_build_multi_function(NodeMultiFunctionBuilder &builder)
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{
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const mf::MultiFunction *base_function = get_base_multi_function(builder.node());
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const bool clamp_output = builder.node().custom2 != 0;
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if (clamp_output) {
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builder.construct_and_set_matching_fn<ClampWrapperFunction>(*base_function);
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}
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else {
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builder.set_matching_fn(base_function);
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}
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}
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const FloatMathOperationInfo *get_float_math_operation_info(const int operation)
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{
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#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
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{ \
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static const FloatMathOperationInfo info{title_case_name, shader_name}; \
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return &info; \
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} \
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((void)0)
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switch (operation) {
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case NODE_MATH_ADD:
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RETURN_OPERATION_INFO("Add", "math_add");
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case NODE_MATH_SUBTRACT:
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RETURN_OPERATION_INFO("Subtract", "math_subtract");
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case NODE_MATH_MULTIPLY:
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RETURN_OPERATION_INFO("Multiply", "math_multiply");
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case NODE_MATH_DIVIDE:
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RETURN_OPERATION_INFO("Divide", "math_divide");
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case NODE_MATH_SINE:
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RETURN_OPERATION_INFO("Sine", "math_sine");
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case NODE_MATH_COSINE:
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RETURN_OPERATION_INFO("Cosine", "math_cosine");
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case NODE_MATH_TANGENT:
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RETURN_OPERATION_INFO("Tangent", "math_tangent");
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case NODE_MATH_ARCSINE:
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RETURN_OPERATION_INFO("Arc Sine", "math_arcsine");
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case NODE_MATH_ARCCOSINE:
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RETURN_OPERATION_INFO("Arc Cosine", "math_arccosine");
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case NODE_MATH_ARCTANGENT:
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RETURN_OPERATION_INFO("Arc Tangent", "math_arctangent");
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case NODE_MATH_POWER:
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RETURN_OPERATION_INFO("Power", "math_power");
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case NODE_MATH_LOGARITHM:
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RETURN_OPERATION_INFO("Logarithm", "math_logarithm");
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case NODE_MATH_MINIMUM:
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RETURN_OPERATION_INFO("Minimum", "math_minimum");
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case NODE_MATH_MAXIMUM:
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RETURN_OPERATION_INFO("Maximum", "math_maximum");
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case NODE_MATH_ROUND:
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RETURN_OPERATION_INFO("Round", "math_round");
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case NODE_MATH_LESS_THAN:
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RETURN_OPERATION_INFO("Less Than", "math_less_than");
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case NODE_MATH_GREATER_THAN:
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RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
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case NODE_MATH_MODULO:
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RETURN_OPERATION_INFO("Modulo", "math_modulo");
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case NODE_MATH_FLOORED_MODULO:
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RETURN_OPERATION_INFO("Floored Modulo", "math_floored_modulo");
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case NODE_MATH_ABSOLUTE:
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RETURN_OPERATION_INFO("Absolute", "math_absolute");
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case NODE_MATH_ARCTAN2:
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RETURN_OPERATION_INFO("Arc Tangent 2", "math_arctan2");
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case NODE_MATH_FLOOR:
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RETURN_OPERATION_INFO("Floor", "math_floor");
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case NODE_MATH_CEIL:
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RETURN_OPERATION_INFO("Ceil", "math_ceil");
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case NODE_MATH_FRACTION:
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RETURN_OPERATION_INFO("Fraction", "math_fraction");
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case NODE_MATH_SQRT:
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RETURN_OPERATION_INFO("Sqrt", "math_sqrt");
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case NODE_MATH_INV_SQRT:
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RETURN_OPERATION_INFO("Inverse Sqrt", "math_inversesqrt");
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case NODE_MATH_SIGN:
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RETURN_OPERATION_INFO("Sign", "math_sign");
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case NODE_MATH_EXPONENT:
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RETURN_OPERATION_INFO("Exponent", "math_exponent");
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case NODE_MATH_RADIANS:
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RETURN_OPERATION_INFO("Radians", "math_radians");
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case NODE_MATH_DEGREES:
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RETURN_OPERATION_INFO("Degrees", "math_degrees");
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case NODE_MATH_SINH:
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RETURN_OPERATION_INFO("Hyperbolic Sine", "math_sinh");
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case NODE_MATH_COSH:
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RETURN_OPERATION_INFO("Hyperbolic Cosine", "math_cosh");
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case NODE_MATH_TANH:
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RETURN_OPERATION_INFO("Hyperbolic Tangent", "math_tanh");
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case NODE_MATH_TRUNC:
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RETURN_OPERATION_INFO("Truncate", "math_trunc");
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case NODE_MATH_SNAP:
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RETURN_OPERATION_INFO("Snap", "math_snap");
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case NODE_MATH_WRAP:
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RETURN_OPERATION_INFO("Wrap", "math_wrap");
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case NODE_MATH_COMPARE:
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RETURN_OPERATION_INFO("Compare", "math_compare");
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case NODE_MATH_MULTIPLY_ADD:
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RETURN_OPERATION_INFO("Multiply Add", "math_multiply_add");
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case NODE_MATH_PINGPONG:
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RETURN_OPERATION_INFO("Ping Pong", "math_pingpong");
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case NODE_MATH_SMOOTH_MIN:
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RETURN_OPERATION_INFO("Smooth Min", "math_smoothmin");
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case NODE_MATH_SMOOTH_MAX:
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RETURN_OPERATION_INFO("Smooth Max", "math_smoothmax");
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}
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#undef RETURN_OPERATION_INFO
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return nullptr;
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}
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const FloatMathOperationInfo *get_float_compare_operation_info(const int operation)
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{
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#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
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{ \
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static const FloatMathOperationInfo info{title_case_name, shader_name}; \
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return &info; \
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} \
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((void)0)
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switch (operation) {
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case NODE_COMPARE_LESS_THAN:
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RETURN_OPERATION_INFO("Less Than", "math_less_than");
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case NODE_COMPARE_LESS_EQUAL:
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RETURN_OPERATION_INFO("Less Than or Equal", "math_less_equal");
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case NODE_COMPARE_GREATER_THAN:
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RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
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case NODE_COMPARE_GREATER_EQUAL:
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RETURN_OPERATION_INFO("Greater Than or Equal", "math_greater_equal");
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case NODE_COMPARE_EQUAL:
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RETURN_OPERATION_INFO("Equal", "math_equal");
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case NODE_COMPARE_NOT_EQUAL:
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RETURN_OPERATION_INFO("Not Equal", "math_not_equal");
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}
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#undef RETURN_OPERATION_INFO
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return nullptr;
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}
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const FloatMathOperationInfo *get_float3_math_operation_info(const int operation)
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{
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#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
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{ \
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static const FloatMathOperationInfo info{title_case_name, shader_name}; \
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return &info; \
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} \
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((void)0)
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switch (operation) {
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case NODE_VECTOR_MATH_ADD:
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RETURN_OPERATION_INFO("Add", "vector_math_add");
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case NODE_VECTOR_MATH_SUBTRACT:
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RETURN_OPERATION_INFO("Subtract", "vector_math_subtract");
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case NODE_VECTOR_MATH_MULTIPLY:
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RETURN_OPERATION_INFO("Multiply", "vector_math_multiply");
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case NODE_VECTOR_MATH_DIVIDE:
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RETURN_OPERATION_INFO("Divide", "vector_math_divide");
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case NODE_VECTOR_MATH_CROSS_PRODUCT:
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RETURN_OPERATION_INFO("Cross Product", "vector_math_cross");
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case NODE_VECTOR_MATH_PROJECT:
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RETURN_OPERATION_INFO("Project", "vector_math_project");
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case NODE_VECTOR_MATH_REFLECT:
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RETURN_OPERATION_INFO("Reflect", "vector_math_reflect");
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case NODE_VECTOR_MATH_DOT_PRODUCT:
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RETURN_OPERATION_INFO("Dot Product", "vector_math_dot");
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case NODE_VECTOR_MATH_DISTANCE:
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RETURN_OPERATION_INFO("Distance", "vector_math_distance");
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case NODE_VECTOR_MATH_LENGTH:
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RETURN_OPERATION_INFO("Length", "vector_math_length");
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case NODE_VECTOR_MATH_SCALE:
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RETURN_OPERATION_INFO("Scale", "vector_math_scale");
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case NODE_VECTOR_MATH_NORMALIZE:
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RETURN_OPERATION_INFO("Normalize", "vector_math_normalize");
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case NODE_VECTOR_MATH_SNAP:
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RETURN_OPERATION_INFO("Snap", "vector_math_snap");
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case NODE_VECTOR_MATH_FLOOR:
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RETURN_OPERATION_INFO("Floor", "vector_math_floor");
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case NODE_VECTOR_MATH_CEIL:
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RETURN_OPERATION_INFO("Ceiling", "vector_math_ceil");
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case NODE_VECTOR_MATH_MODULO:
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RETURN_OPERATION_INFO("Modulo", "vector_math_modulo");
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case NODE_VECTOR_MATH_FRACTION:
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RETURN_OPERATION_INFO("Fraction", "vector_math_fraction");
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case NODE_VECTOR_MATH_ABSOLUTE:
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RETURN_OPERATION_INFO("Absolute", "vector_math_absolute");
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case NODE_VECTOR_MATH_MINIMUM:
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RETURN_OPERATION_INFO("Minimum", "vector_math_minimum");
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case NODE_VECTOR_MATH_MAXIMUM:
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RETURN_OPERATION_INFO("Maximum", "vector_math_maximum");
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case NODE_VECTOR_MATH_WRAP:
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RETURN_OPERATION_INFO("Wrap", "vector_math_wrap");
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case NODE_VECTOR_MATH_SINE:
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RETURN_OPERATION_INFO("Sine", "vector_math_sine");
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case NODE_VECTOR_MATH_COSINE:
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RETURN_OPERATION_INFO("Cosine", "vector_math_cosine");
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case NODE_VECTOR_MATH_TANGENT:
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RETURN_OPERATION_INFO("Tangent", "vector_math_tangent");
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case NODE_VECTOR_MATH_REFRACT:
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RETURN_OPERATION_INFO("Refract", "vector_math_refract");
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case NODE_VECTOR_MATH_FACEFORWARD:
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RETURN_OPERATION_INFO("Faceforward", "vector_math_faceforward");
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case NODE_VECTOR_MATH_MULTIPLY_ADD:
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RETURN_OPERATION_INFO("Multiply Add", "vector_math_multiply_add");
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case NODE_VECTOR_MATH_POWER:
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RETURN_OPERATION_INFO("Power", "vector_math_power");
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case NODE_VECTOR_MATH_SIGN:
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RETURN_OPERATION_INFO("Sign", "vector_math_sign");
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}
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#undef RETURN_OPERATION_INFO
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return nullptr;
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}
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} // namespace blender::nodes
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