Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton 2018-07-13 12:22:21 +02:00
commit c7c7bfae75
12 changed files with 222 additions and 1 deletions

@ -40,6 +40,18 @@ float safe_modulo(float a, float b)
return result;
}
float safe_sqrt(float a)
{
float result;
if (a > 0.0)
result = sqrt(a);
else
result = 0.0;
return result;
}
float safe_log(float a, float b)
{
if (a < 0.0 || b < 0.0)
@ -97,6 +109,14 @@ shader node_math(
Value = fabs(Value1);
else if (type == "arctan2")
Value = atan2(Value1, Value2);
else if (type == "floor")
Value = floor(Value1);
else if (type == "ceil")
Value = ceil(Value1);
else if (type == "fract")
Value = Value1 - floor(Value1);
else if (type == "sqrt")
Value = safe_sqrt(Value1);
if (use_clamp)
Value = clamp(Value, 0.0, 1.0);

@ -94,6 +94,14 @@ ccl_device float svm_math(NodeMath type, float Fac1, float Fac2)
Fac = fabsf(Fac1);
else if(type == NODE_MATH_ARCTAN2)
Fac = atan2f(Fac1, Fac2);
else if (type == NODE_MATH_FLOOR)
Fac = floorf(Fac1);
else if (type == NODE_MATH_CEIL)
Fac = ceilf(Fac1);
else if (type == NODE_MATH_FRACT)
Fac = Fac1 - floorf(Fac1);
else if (type == NODE_MATH_SQRT)
Fac = safe_sqrtf(Fac1);
else if(type == NODE_MATH_CLAMP)
Fac = saturate(Fac1);
else

@ -261,6 +261,10 @@ typedef enum NodeMath {
NODE_MATH_MODULO,
NODE_MATH_ABSOLUTE,
NODE_MATH_ARCTAN2,
NODE_MATH_FLOOR,
NODE_MATH_CEIL,
NODE_MATH_FRACT,
NODE_MATH_SQRT,
NODE_MATH_CLAMP /* used for the clamp UI option */
} NodeMath;

@ -5068,6 +5068,10 @@ NODE_DEFINE(MathNode)
type_enum.insert("modulo", NODE_MATH_MODULO);
type_enum.insert("absolute", NODE_MATH_ABSOLUTE);
type_enum.insert("arctan2", NODE_MATH_ARCTAN2);
type_enum.insert("floor", NODE_MATH_FLOOR);
type_enum.insert("ceil", NODE_MATH_CEIL);
type_enum.insert("fract", NODE_MATH_FRACT);
type_enum.insert("sqrt", NODE_MATH_SQRT);
SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD);
SOCKET_BOOLEAN(use_clamp, "Use Clamp", false);

@ -89,6 +89,18 @@ void MathNode::convertToOperations(NodeConverter &converter, const CompositorCon
case NODE_MATH_ATAN2:
operation = new MathArcTan2Operation();
break;
case NODE_MATH_FLOOR:
operation = new MathFloorOperation();
break;
case NODE_MATH_CEIL:
operation = new MathCeilOperation();
break;
case NODE_MATH_FRACT:
operation = new MathFractOperation();
break;
case NODE_MATH_SQRT:
operation = new MathSqrtOperation();
break;
}
if (operation) {

@ -356,3 +356,50 @@ void MathArcTan2Operation::executePixelSampled(float output[4], float x, float y
clampIfNeeded(output);
}
void MathFloorOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float inputValue1[4];
this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
output[0] = floor(inputValue1[0]);
clampIfNeeded(output);
}
void MathCeilOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float inputValue1[4];
this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
output[0] = ceil(inputValue1[0]);
clampIfNeeded(output);
}
void MathFractOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float inputValue1[4];
this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
output[0] = inputValue1[0] - floor(inputValue1[0]);
clampIfNeeded(output);
}
void MathSqrtOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float inputValue1[4];
this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
if (inputValue1[0] > 0)
output[0] = sqrt(inputValue1[0]);
else
output[0] = 0.0f;
clampIfNeeded(output);
}

@ -175,4 +175,28 @@ public:
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class MathFloorOperation : public MathBaseOperation {
public:
MathFloorOperation() : MathBaseOperation() {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class MathCeilOperation : public MathBaseOperation {
public:
MathCeilOperation() : MathBaseOperation() {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class MathFractOperation : public MathBaseOperation {
public:
MathFractOperation() : MathBaseOperation() {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
class MathSqrtOperation : public MathBaseOperation {
public:
MathSqrtOperation() : MathBaseOperation() {}
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
#endif

@ -389,6 +389,29 @@ void math_atan2(float val1, float val2, out float outval)
outval = atan(val1, val2);
}
void math_floor(float val, out float outval)
{
outval = floor(val);
}
void math_ceil(float val, out float outval)
{
outval = ceil(val);
}
void math_fract(float val, out float outval)
{
outval = val - floor(val);
}
void math_sqrt(float val, out float outval)
{
if (val > 0.0)
outval = sqrt(val);
else
outval = 0.0;
}
void squeeze(float val, float width, float center, out float outval)
{
outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width)));

@ -1071,6 +1071,10 @@ enum {
NODE_MATH_MOD = 17,
NODE_MATH_ABS = 18,
NODE_MATH_ATAN2 = 19,
NODE_MATH_FLOOR = 20,
NODE_MATH_CEIL = 21,
NODE_MATH_FRACT = 22,
NODE_MATH_SQRT = 23,
};
/* mix rgb node flags */

@ -144,6 +144,10 @@ const EnumPropertyItem rna_enum_node_math_items[] = {
{NODE_MATH_MOD, "MODULO", 0, "Modulo", ""},
{NODE_MATH_ABS, "ABSOLUTE", 0, "Absolute", ""},
{NODE_MATH_ATAN2, "ARCTAN2", 0, "Arctan2", ""},
{NODE_MATH_FLOOR, "FLOOR", 0, "Floor", ""},
{NODE_MATH_CEIL, "CEIL", 0, "Ceil", ""},
{NODE_MATH_FRACT, "FRACT", 0, "Fract", ""},
{NODE_MATH_SQRT, "SQRT", 0, "Square Root", ""},
{0, NULL, 0, NULL, NULL}
};

@ -226,6 +226,46 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode
r = atan2(a, b);
break;
}
case NODE_MATH_FLOOR:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = floorf(a);
else
r = floorf(b);
break;
}
case NODE_MATH_CEIL:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = ceilf(a);
else
r = ceilf(b);
break;
}
case NODE_MATH_FRACT:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = a - floorf(a);
else
r = b - floorf(b);
break;
}
case NODE_MATH_SQRT:
{
if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
if (a > 0)
r = sqrt(a);
else
r = 0.0;
}
else {
if (b > 0)
r = sqrt(b);
else
r = 0.0;
}
break;
}
}
if (node->custom2 & SHD_MATH_CLAMP) {
CLAMP(r, 0.0f, 1.0f);
@ -240,7 +280,7 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
"math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin",
"math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
"math_round", "math_less_than", "math_greater_than", "math_modulo", "math_abs",
"math_atan2"
"math_atan2", "math_floor", "math_ceil", "math_fract", "math_sqrt"
};
switch (node->custom1) {
@ -266,6 +306,10 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
case NODE_MATH_ATAN:
case NODE_MATH_ROUND:
case NODE_MATH_ABS:
case NODE_MATH_FLOOR:
case NODE_MATH_FRACT:
case NODE_MATH_CEIL:
case NODE_MATH_SQRT:
if (in[0].hasinput || !in[1].hasinput) {
/* use only first item and terminator */
GPUNodeStack tmp_in[2];

@ -195,6 +195,33 @@ static void valuefn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
break;
}
case NODE_MATH_FLOOR:
{
*out = floorf(in0);
break;
}
case NODE_MATH_CEIL:
{
*out = ceilf(in0);
break;
}
case NODE_MATH_FRACT:
{
*out = in0 - floorf(in0);
break;
}
case NODE_MATH_SQRT:
{
if (in0 > 0.0f)
*out = sqrtf(in0);
else
*out = 0.0f;
break;
}
default:
{
BLI_assert(0);