== Compositor ==

* Ported Math node from shader nodes to composite nodes too

It's a good general purpose utility node and also allows stupid stuff
like this more easily :)

http://mke3.net/blender/etc/math-spiral-h264.mov
http://mke3.net/blender/etc/stupidmath.blend.zip
This commit is contained in:
Matt Ebb 2007-01-04 01:56:21 +00:00
parent 0b6eb9d283
commit 04dea66458
3 changed files with 156 additions and 12 deletions

@ -250,6 +250,8 @@ void set_node_shader_lamp_loop(void (*lamp_loop_func)(struct ShadeInput *, str
#define CMP_NODE_DEFOCUS 244
#define CMP_NODE_DISPLACE 245
#define CMP_NODE_COMBHSVA 246
#define CMP_NODE_MATH 247
/* filter types */

@ -5588,6 +5588,144 @@ static bNodeType cmp_node_displace= {
/* execfunc */ node_composit_exec_displace
};
/* **************** SCALAR MATH ******************** */
static bNodeSocketType cmp_node_math_in[]= {
{ SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f},
{ SOCK_VALUE, 1, "Value", 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f},
{ -1, 0, "" }
};
static bNodeSocketType cmp_node_math_out[]= {
{ SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void do_math(bNode *node, float *out, float *in, float *in2)
{
switch(node->custom1)
{
case 0: /* Add */
out[0]= in[0] + in2[0];
break;
case 1: /* Subtract */
out[0]= in[0] - in2[0];
break;
case 2: /* Multiply */
out[0]= in[0] * in2[0];
break;
case 3: /* Divide */
{
if(in[1]==0) /* We don't want to divide by zero. */
out[0]= 0.0;
else
out[0]= in[0] / in2[0];
}
break;
case 4: /* Sine */
out[0]= sin(in[0]);
break;
case 5: /* Cosine */
out[0]= cos(in[0]);
break;
case 6: /* Tangent */
out[0]= tan(in[0]);
break;
case 7: /* Arc-Sine */
{
/* Can't do the impossible... */
if(in[0] <= 1 && in[0] >= -1 )
out[0]= asin(in[0]);
else
out[0]= 0.0;
}
break;
case 8: /* Arc-Cosine */
{
/* Can't do the impossible... */
if( in[0] <= 1 && in[0] >= -1 )
out[0]= acos(in[0]);
else
out[0]= 0.0;
}
break;
case 9: /* Arc-Tangent */
out[0]= atan(in[0]);
break;
case 10: /* Power */
{
/* Don't want any imaginary numbers... */
if( in[0] >= 0 )
out[0]= pow(in[0], in2[0]);
else
out[0]= 0.0;
}
break;
case 11: /* Logarithm */
{
/* Don't want any imaginary numbers... */
if( in[0] > 0 && in2[0] > 0 )
out[0]= log(in[0]) / log(in2[0]);
else
out[0]= 0.0;
}
break;
case 12: /* Minimum */
{
if( in[0] < in2[0] )
out[0]= in2[0];
else
out[0]= in[0];
}
break;
case 13: /* Maximum */
{
if( in[0] > in2[0] )
out[0]= in2[0];
else
out[0]= in[0];
}
break;
case 14: /* Round */
{
out[0]= (int)(in[0] + 0.5f);
}
break;
}
}
static void node_composit_exec_math(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
/* stack order out: bw */
/* stack order in: col */
if(out[0]->hasoutput==0)
return;
/* input no image? then only color operation */
if(in[0]->data==NULL) {
do_math(node, out[0]->vec, in[0]->vec, in[1]->vec);
}
else {
/* make output size of input image */
CompBuf *cbuf= in[0]->data;
CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_VAL, 1); // allocs
composit2_pixel_processor(node, stackbuf, in[0]->data, in[0]->vec, in[1]->data, in[1]->vec, do_math, CB_VAL, CB_VAL);
out[0]->data= stackbuf;
}
}
static bNodeType cmp_node_math= {
/* type code */ CMP_NODE_MATH,
/* name */ "Math",
/* width+range */ 120, 110, 160,
/* class+opts */ NODE_CLASS_CONVERTOR, NODE_OPTIONS,
/* input sock */ cmp_node_math_in,
/* output sock */ cmp_node_math_out,
/* storage */ "",
/* execfunc */ node_composit_exec_math
};
/* ****************** types array for all shaders ****************** */
@ -5626,6 +5764,7 @@ bNodeType *node_all_composit[]= {
&cmp_node_rgbtobw,
&cmp_node_setalpha,
&cmp_node_idmask,
&cmp_node_math,
&cmp_node_seprgba,
&cmp_node_combrgba,
&cmp_node_sephsva,

@ -381,6 +381,17 @@ static int node_buts_texture(uiBlock *block, bNodeTree *ntree, bNode *node, rctf
return 19;
}
static int node_buts_math(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
{
if(block) {
uiBut *bt;
bt=uiDefButS(block, MENU, B_NODE_EXEC, "Add %x0|Subtract %x1|Multiply %x2|Divide %x3|Sine %x4|Cosine %x5|Tangent %x6|Arcsine %x7|Arccosine %x8|Arctangent %x9|Power %x10|Logarithm %x11|Minimum %x12|Maximum %x13|Round %x14", butr->xmin, butr->ymin, butr->xmax-butr->xmin, 20, &node->custom1, 0, 0, 0, 0, "");
uiButSetFunc(bt, node_but_title_cb, node, bt);
}
return 20;
}
/* ****************** BUTTON CALLBACKS FOR SHADER NODES ***************** */
@ -577,17 +588,6 @@ static int node_shader_buts_mapping(uiBlock *block, bNodeTree *ntree, bNode *nod
return 5*19 + 6;
}
static int node_shader_buts_math(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
{
if(block) {
uiBut *bt;
bt=uiDefButS(block, MENU, B_NODE_EXEC, "Add %x0|Subtract %x1|Multiply %x2|Divide %x3|Sine %x4|Cosine %x5|Tangent %x6|Arcsine %x7|Arccosine %x8|Arctangent %x9|Power %x10|Logarithm %x11|Minimum %x12|Maximum %x13|Round %x14", butr->xmin, butr->ymin, butr->xmax-butr->xmin, 20, &node->custom1, 0, 0, 0, 0, "");
uiButSetFunc(bt, node_but_title_cb, node, bt);
}
return 20;
}
static int node_shader_buts_vect_math(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *butr)
{
if(block) {
@ -660,7 +660,7 @@ static void node_shader_set_butfunc(bNodeType *ntype)
ntype->butfunc= node_buts_valtorgb;
break;
case SH_NODE_MATH:
ntype->butfunc= node_shader_buts_math;
ntype->butfunc= node_buts_math;
break;
case SH_NODE_VECT_MATH:
ntype->butfunc= node_shader_buts_vect_math;
@ -1565,6 +1565,9 @@ static void node_composit_set_butfunc(bNodeType *ntype)
case CMP_NODE_ID_MASK:
ntype->butfunc= node_composit_buts_id_mask;
break;
case CMP_NODE_MATH:
ntype->butfunc= node_buts_math;
break;
default:
ntype->butfunc= NULL;
}