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