* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
97 lines
3.1 KiB
Plaintext
97 lines
3.1 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "node_math.h"
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#include "stdcycles.h"
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/* OSL asin, acos, and pow functions are safe by default. */
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shader node_math(string math_type = "add",
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float Value1 = 0.5,
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float Value2 = 0.5,
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float Value3 = 0.5,
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output float Value = 0.0)
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{
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if (math_type == "add")
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Value = Value1 + Value2;
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else if (math_type == "subtract")
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Value = Value1 - Value2;
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else if (math_type == "multiply")
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Value = Value1 * Value2;
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else if (math_type == "divide")
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Value = safe_divide(Value1, Value2);
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else if (math_type == "power")
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Value = pow(Value1, Value2);
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else if (math_type == "logarithm")
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Value = safe_log(Value1, Value2);
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else if (math_type == "sqrt")
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Value = safe_sqrt(Value1);
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else if (math_type == "inversesqrt")
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Value = inversesqrt(Value1);
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else if (math_type == "absolute")
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Value = fabs(Value1);
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else if (math_type == "radians")
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Value = radians(Value1);
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else if (math_type == "degrees")
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Value = degrees(Value1);
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else if (math_type == "minimum")
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Value = min(Value1, Value2);
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else if (math_type == "maximum")
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Value = max(Value1, Value2);
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else if (math_type == "less_than")
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Value = Value1 < Value2;
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else if (math_type == "greater_than")
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Value = Value1 > Value2;
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else if (math_type == "round")
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Value = floor(Value1 + 0.5);
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else if (math_type == "floor")
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Value = floor(Value1);
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else if (math_type == "ceil")
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Value = ceil(Value1);
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else if (math_type == "fraction")
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Value = Value1 - floor(Value1);
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else if (math_type == "modulo")
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Value = safe_modulo(Value1, Value2);
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else if (math_type == "trunc")
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Value = trunc(Value1);
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else if (math_type == "snap")
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Value = floor(safe_divide(Value1, Value2)) * Value2;
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else if (math_type == "wrap")
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Value = wrap(Value1, Value2, Value3);
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else if (math_type == "pingpong")
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Value = pingpong(Value1, Value2);
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else if (math_type == "sine")
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Value = sin(Value1);
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else if (math_type == "cosine")
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Value = cos(Value1);
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else if (math_type == "tangent")
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Value = tan(Value1);
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else if (math_type == "sinh")
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Value = sinh(Value1);
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else if (math_type == "cosh")
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Value = cosh(Value1);
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else if (math_type == "tanh")
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Value = tanh(Value1);
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else if (math_type == "arcsine")
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Value = asin(Value1);
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else if (math_type == "arccosine")
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Value = acos(Value1);
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else if (math_type == "arctangent")
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Value = atan(Value1);
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else if (math_type == "arctan2")
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Value = atan2(Value1, Value2);
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else if (math_type == "sign")
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Value = sign(Value1);
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else if (math_type == "exponent")
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Value = exp(Value1);
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else if (math_type == "compare")
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Value = ((Value1 == Value2) || (abs(Value1 - Value2) <= max(Value3, 1e-5))) ? 1.0 : 0.0;
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else if (math_type == "multiply_add")
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Value = Value1 * Value2 + Value3;
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else if (math_type == "smoothmin")
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Value = smoothmin(Value1, Value2, Value3);
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else if (math_type == "smoothmax")
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Value = -(smoothmin(-Value1, -Value2, Value3));
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else
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warning("%s", "Unknown math operator!");
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}
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