blender/intern/cycles/kernel/osl/nodes/node_math.osl
Thomas Dinges 23dca13691 Cycles / OSL:
* First batch of compile fixes for several shaders, mainly syntax errors.
2012-09-02 12:24:04 +00:00

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/*
* 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",
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;
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;
if(Clamp)
Value = clamp(Value1, 0.0, 1.0);
}