/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "stdosl.h" float safe_divide(float a, float b) { float result; if(b == 0.0) result = 0.0; else result = a/b; return result; } float safe_log(float a, float b) { if(a < 0.0 || b < 0.0) return 0.0; return log(a)/log(b); } shader node_math( string type = "Add", float Value1 = 0.0, float Value2 = 0.0, output float Value = 0.0) { /* OSL asin, acos, pow check for values that could give rise to nan */ if(type == "Add") Value = Value1 + Value2; if(type == "Subtract") Value = Value1 - Value2; if(type == "Multiply") Value = Value1*Value2; if(type == "Divide") Value = safe_divide(Value1, Value2); if(type == "Sine") Value = sin(Value1); if(type == "Cosine") Value = cos(Value1); if(type == "Tangent") Value = tan(Value1); if(type == "Arcsine") Value = asin(Value1); if(type == "Arccosine") Value = acos(Value1); if(type == "Arctangent") Value = atan(Value1); if(type == "Power") Value = pow(Value1, Value2); if(type == "Logarithm") Value = safe_log(Value1, Value2); if(type == "Minimum") Value = min(Value1, Value2); if(type == "Maximum") Value = max(Value1, Value2); if(type == "Round") Value = floor(Value1 + 0.5); if(type == "Less Than") Value = Value1 < Value2; if(type == "Greater Than") Value = Value1 > Value2; }