blender/intern/cycles/kernel/shaders/node_math.osl
Charlie Jolly 30bffb5a3a Nodes: add sqrt, ceil, floor and fract to math nodes.
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.

Differential Revision: https://developer.blender.org/D3537
2018-07-13 11:00:10 +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_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)
return 0.0;
return log(a) / log(b);
}
shader node_math(
string type = "add",
int use_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);
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);
}