d21e254907
Patch by Romanov Alexander of blen4web team! Differential: D842 Thanks for the patch!
302 lines
7.2 KiB
C
302 lines
7.2 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/nodes/node_shader_math.c
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* \ingroup shdnodes
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*/
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#include "node_shader_util.h"
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/* **************** SCALAR MATH ******************** */
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static bNodeSocketTemplate sh_node_math_in[] = {
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{ SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{ SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_math_out[] = {
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{ SOCK_FLOAT, 0, N_("Value")},
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{ -1, 0, "" }
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};
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static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
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{
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float a, b, r = 0.0f;
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nodestack_get_vec(&a, SOCK_FLOAT, in[0]);
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nodestack_get_vec(&b, SOCK_FLOAT, in[1]);
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switch (node->custom1) {
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case NODE_MATH_ADD:
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r = a + b;
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break;
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case NODE_MATH_SUB:
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r = a - b;
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break;
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case NODE_MATH_MUL:
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r = a * b;
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break;
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case NODE_MATH_DIVIDE:
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{
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if (b == 0) /* We don't want to divide by zero. */
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r = 0.0;
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else
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r = a / b;
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break;
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}
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case NODE_MATH_SIN:
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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 = sinf(a);
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else
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r = sinf(b);
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break;
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}
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case NODE_MATH_COS:
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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 = cosf(a);
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else
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r = cosf(b);
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break;
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}
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case NODE_MATH_TAN:
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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 = tanf(a);
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else
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r = tanf(b);
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break;
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}
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case NODE_MATH_ASIN:
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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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/* Can't do the impossible... */
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if (a <= 1 && a >= -1)
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r = asinf(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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/* Can't do the impossible... */
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if (b <= 1 && b >= -1)
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r = asinf(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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case NODE_MATH_ACOS:
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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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/* Can't do the impossible... */
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if (a <= 1 && a >= -1)
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r = acosf(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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/* Can't do the impossible... */
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if (b <= 1 && b >= -1)
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r = acosf(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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case NODE_MATH_ATAN:
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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 = atan(a);
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else
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r = atan(b);
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break;
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}
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case NODE_MATH_POW:
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{
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/* Only raise negative numbers by full integers */
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if (a >= 0) {
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r = pow(a, b);
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}
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else {
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float y_mod_1 = fabsf(fmodf(b, 1.0f));
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/* if input value is not nearly an integer, fall back to zero, nicer than straight rounding */
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if (y_mod_1 > 0.999f || y_mod_1 < 0.001f) {
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r = powf(a, floorf(b + 0.5f));
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}
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else {
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r = 0.0f;
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}
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}
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break;
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}
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case NODE_MATH_LOG:
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{
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/* Don't want any imaginary numbers... */
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if (a > 0 && b > 0)
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r = log(a) / log(b);
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else
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r = 0.0;
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break;
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}
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case NODE_MATH_MIN:
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{
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if (a < b)
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r = a;
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else
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r = b;
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break;
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}
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case NODE_MATH_MAX:
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{
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if (a > b)
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r = a;
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else
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r = b;
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break;
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}
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case NODE_MATH_ROUND:
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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 < 0) ? (int)(a - 0.5f) : (int)(a + 0.5f);
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else
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r = (b < 0) ? (int)(b - 0.5f) : (int)(b + 0.5f);
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break;
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}
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case NODE_MATH_LESS:
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{
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if (a < b)
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r = 1.0f;
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else
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r = 0.0f;
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break;
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}
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case NODE_MATH_GREATER:
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{
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if (a > b)
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r = 1.0f;
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else
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r = 0.0f;
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break;
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}
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case NODE_MATH_MOD:
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{
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if (b == 0.0f)
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r = 0.0f;
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else
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r = fmod(a, b);
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break;
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}
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case NODE_MATH_ABS:
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{
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r = fabsf(a);
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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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}
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out[0]->vec[0] = r;
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}
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static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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static const char *names[] = {"math_add", "math_subtract", "math_multiply",
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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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switch (node->custom1) {
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case NODE_MATH_ADD:
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case NODE_MATH_SUB:
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case NODE_MATH_MUL:
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case NODE_MATH_DIVIDE:
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case NODE_MATH_POW:
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case NODE_MATH_LOG:
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case NODE_MATH_MIN:
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case NODE_MATH_MAX:
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case NODE_MATH_LESS:
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case NODE_MATH_GREATER:
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case NODE_MATH_MOD:
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GPU_stack_link(mat, names[node->custom1], in, out);
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break;
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case NODE_MATH_SIN:
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case NODE_MATH_COS:
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case NODE_MATH_TAN:
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case NODE_MATH_ASIN:
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case NODE_MATH_ACOS:
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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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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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memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
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memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
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GPU_stack_link(mat, names[node->custom1], tmp_in, out);
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}
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else {
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/* use only second item and terminator */
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GPUNodeStack tmp_in[2];
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memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
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memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
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GPU_stack_link(mat, names[node->custom1], tmp_in, out);
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}
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break;
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default:
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return 0;
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}
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if (node->custom2 & SHD_MATH_CLAMP) {
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float min[3] = {0.0f, 0.0f, 0.0f};
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float max[3] = {1.0f, 1.0f, 1.0f};
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GPU_link(mat, "clamp_val", out[0].link, GPU_uniform(min), GPU_uniform(max), &out[0].link);
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}
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return 1;
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}
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void register_node_type_sh_math(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0);
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node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
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node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out);
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node_type_label(&ntype, node_math_label);
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node_type_storage(&ntype, "", NULL, NULL);
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node_type_exec(&ntype, NULL, NULL, node_shader_exec_math);
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node_type_gpu(&ntype, gpu_shader_math);
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nodeRegisterType(&ntype);
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}
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