forked from bartvdbraak/blender
Merge branch 'master' into blender2.8
This commit is contained in:
commit
c7c7bfae75
@ -40,6 +40,18 @@ float safe_modulo(float a, float b)
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return result;
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}
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float safe_sqrt(float a)
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{
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float result;
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if (a > 0.0)
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result = sqrt(a);
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else
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result = 0.0;
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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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@ -97,6 +109,14 @@ shader node_math(
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Value = fabs(Value1);
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else if (type == "arctan2")
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Value = atan2(Value1, Value2);
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else if (type == "floor")
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Value = floor(Value1);
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else if (type == "ceil")
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Value = ceil(Value1);
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else if (type == "fract")
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Value = Value1 - floor(Value1);
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else if (type == "sqrt")
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Value = safe_sqrt(Value1);
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if (use_clamp)
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Value = clamp(Value, 0.0, 1.0);
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@ -94,6 +94,14 @@ ccl_device float svm_math(NodeMath type, float Fac1, float Fac2)
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Fac = fabsf(Fac1);
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else if(type == NODE_MATH_ARCTAN2)
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Fac = atan2f(Fac1, Fac2);
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else if (type == NODE_MATH_FLOOR)
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Fac = floorf(Fac1);
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else if (type == NODE_MATH_CEIL)
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Fac = ceilf(Fac1);
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else if (type == NODE_MATH_FRACT)
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Fac = Fac1 - floorf(Fac1);
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else if (type == NODE_MATH_SQRT)
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Fac = safe_sqrtf(Fac1);
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else if(type == NODE_MATH_CLAMP)
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Fac = saturate(Fac1);
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else
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@ -261,6 +261,10 @@ typedef enum NodeMath {
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NODE_MATH_MODULO,
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NODE_MATH_ABSOLUTE,
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NODE_MATH_ARCTAN2,
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NODE_MATH_FLOOR,
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NODE_MATH_CEIL,
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NODE_MATH_FRACT,
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NODE_MATH_SQRT,
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NODE_MATH_CLAMP /* used for the clamp UI option */
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} NodeMath;
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@ -5068,6 +5068,10 @@ NODE_DEFINE(MathNode)
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type_enum.insert("modulo", NODE_MATH_MODULO);
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type_enum.insert("absolute", NODE_MATH_ABSOLUTE);
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type_enum.insert("arctan2", NODE_MATH_ARCTAN2);
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type_enum.insert("floor", NODE_MATH_FLOOR);
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type_enum.insert("ceil", NODE_MATH_CEIL);
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type_enum.insert("fract", NODE_MATH_FRACT);
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type_enum.insert("sqrt", NODE_MATH_SQRT);
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SOCKET_ENUM(type, "Type", type_enum, NODE_MATH_ADD);
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SOCKET_BOOLEAN(use_clamp, "Use Clamp", false);
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@ -89,6 +89,18 @@ void MathNode::convertToOperations(NodeConverter &converter, const CompositorCon
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case NODE_MATH_ATAN2:
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operation = new MathArcTan2Operation();
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break;
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case NODE_MATH_FLOOR:
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operation = new MathFloorOperation();
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break;
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case NODE_MATH_CEIL:
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operation = new MathCeilOperation();
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break;
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case NODE_MATH_FRACT:
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operation = new MathFractOperation();
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break;
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case NODE_MATH_SQRT:
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operation = new MathSqrtOperation();
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break;
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}
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if (operation) {
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@ -356,3 +356,50 @@ void MathArcTan2Operation::executePixelSampled(float output[4], float x, float y
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clampIfNeeded(output);
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}
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void MathFloorOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float inputValue1[4];
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this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
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output[0] = floor(inputValue1[0]);
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clampIfNeeded(output);
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}
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void MathCeilOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float inputValue1[4];
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this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
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output[0] = ceil(inputValue1[0]);
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clampIfNeeded(output);
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}
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void MathFractOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float inputValue1[4];
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this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
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output[0] = inputValue1[0] - floor(inputValue1[0]);
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clampIfNeeded(output);
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}
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void MathSqrtOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float inputValue1[4];
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this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
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if (inputValue1[0] > 0)
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output[0] = sqrt(inputValue1[0]);
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else
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output[0] = 0.0f;
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clampIfNeeded(output);
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}
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@ -175,4 +175,28 @@ public:
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class MathFloorOperation : public MathBaseOperation {
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public:
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MathFloorOperation() : MathBaseOperation() {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class MathCeilOperation : public MathBaseOperation {
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public:
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MathCeilOperation() : MathBaseOperation() {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class MathFractOperation : public MathBaseOperation {
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public:
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MathFractOperation() : MathBaseOperation() {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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class MathSqrtOperation : public MathBaseOperation {
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public:
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MathSqrtOperation() : MathBaseOperation() {}
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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};
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#endif
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@ -389,6 +389,29 @@ void math_atan2(float val1, float val2, out float outval)
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outval = atan(val1, val2);
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}
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void math_floor(float val, out float outval)
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{
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outval = floor(val);
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}
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void math_ceil(float val, out float outval)
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{
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outval = ceil(val);
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}
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void math_fract(float val, out float outval)
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{
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outval = val - floor(val);
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}
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void math_sqrt(float val, out float outval)
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{
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if (val > 0.0)
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outval = sqrt(val);
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else
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outval = 0.0;
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}
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void squeeze(float val, float width, float center, out float outval)
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{
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outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width)));
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@ -1071,6 +1071,10 @@ enum {
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NODE_MATH_MOD = 17,
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NODE_MATH_ABS = 18,
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NODE_MATH_ATAN2 = 19,
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NODE_MATH_FLOOR = 20,
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NODE_MATH_CEIL = 21,
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NODE_MATH_FRACT = 22,
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NODE_MATH_SQRT = 23,
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};
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/* mix rgb node flags */
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@ -144,6 +144,10 @@ const EnumPropertyItem rna_enum_node_math_items[] = {
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{NODE_MATH_MOD, "MODULO", 0, "Modulo", ""},
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{NODE_MATH_ABS, "ABSOLUTE", 0, "Absolute", ""},
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{NODE_MATH_ATAN2, "ARCTAN2", 0, "Arctan2", ""},
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{NODE_MATH_FLOOR, "FLOOR", 0, "Floor", ""},
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{NODE_MATH_CEIL, "CEIL", 0, "Ceil", ""},
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{NODE_MATH_FRACT, "FRACT", 0, "Fract", ""},
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{NODE_MATH_SQRT, "SQRT", 0, "Square Root", ""},
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{0, NULL, 0, NULL, NULL}
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};
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@ -226,6 +226,46 @@ static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode
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r = atan2(a, b);
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break;
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}
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case NODE_MATH_FLOOR:
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{
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if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
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r = floorf(a);
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else
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r = floorf(b);
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break;
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}
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case NODE_MATH_CEIL:
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{
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if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
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r = ceilf(a);
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else
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r = ceilf(b);
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break;
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}
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case NODE_MATH_FRACT:
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{
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if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
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r = a - floorf(a);
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else
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r = b - floorf(b);
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break;
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}
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case NODE_MATH_SQRT:
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{
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if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
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if (a > 0)
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r = sqrt(a);
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else
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r = 0.0;
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}
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else {
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if (b > 0)
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r = sqrt(b);
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else
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r = 0.0;
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}
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break;
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}
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}
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if (node->custom2 & SHD_MATH_CLAMP) {
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CLAMP(r, 0.0f, 1.0f);
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@ -240,7 +280,7 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
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"math_divide", "math_sine", "math_cosine", "math_tangent", "math_asin",
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"math_acos", "math_atan", "math_pow", "math_log", "math_min", "math_max",
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"math_round", "math_less_than", "math_greater_than", "math_modulo", "math_abs",
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"math_atan2"
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"math_atan2", "math_floor", "math_ceil", "math_fract", "math_sqrt"
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};
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switch (node->custom1) {
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@ -266,6 +306,10 @@ static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(
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case NODE_MATH_ATAN:
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case NODE_MATH_ROUND:
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case NODE_MATH_ABS:
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case NODE_MATH_FLOOR:
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case NODE_MATH_FRACT:
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case NODE_MATH_CEIL:
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case NODE_MATH_SQRT:
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if (in[0].hasinput || !in[1].hasinput) {
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/* use only first item and terminator */
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GPUNodeStack tmp_in[2];
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@ -195,6 +195,33 @@ static void valuefn(float *out, TexParams *p, bNode *node, bNodeStack **in, shor
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break;
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}
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case NODE_MATH_FLOOR:
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{
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*out = floorf(in0);
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break;
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}
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case NODE_MATH_CEIL:
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{
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*out = ceilf(in0);
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break;
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}
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case NODE_MATH_FRACT:
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{
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*out = in0 - floorf(in0);
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break;
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}
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case NODE_MATH_SQRT:
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{
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if (in0 > 0.0f)
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*out = sqrtf(in0);
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else
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*out = 0.0f;
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break;
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}
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default:
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{
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BLI_assert(0);
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