blender/intern/cycles/kernel/shaders/node_math.osl
Matt Heimlich 3fbc984b06 Nodes: add absolute value operation to all math nodes
Reviewed By: dingto, brecht

Differential Revision: https://developer.blender.org/D507
2014-05-07 16:43:59 +02:00

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/*
* 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)
{
float result;
if (b == 0.0)
result = 0.0;
else
result = a / b;
return result;
}
float safe_modulo(float a, float b)
{
float result;
if (b == 0.0)
result = 0.0;
else
result = fmod(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",
int Clamp = 0,
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;
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 == "Sine")
Value = sin(Value1);
else if (type == "Cosine")
Value = cos(Value1);
else if (type == "Tangent")
Value = tan(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 == "Power")
Value = pow(Value1, Value2);
else if (type == "Logarithm")
Value = safe_log(Value1, Value2);
else if (type == "Minimum")
Value = min(Value1, Value2);
else if (type == "Maximum")
Value = max(Value1, Value2);
else if (type == "Round")
Value = floor(Value1 + 0.5);
else if (type == "Less Than")
Value = Value1 < Value2;
else if (type == "Greater Than")
Value = Value1 > Value2;
else if (type == "Modulo")
Value = safe_modulo(Value1, Value2);
else if (type == "Absolute")
Value = fabs(Value1);
if (Clamp)
Value = clamp(Value, 0.0, 1.0);
}