Files
goo-engine/source/blender/nodes/shader/nodes/node_shader_math.c
T
Antony Riakiotakis d21e254907 Fix GLSL drawing of math absolute node.
Patch by Romanov Alexander of blen4web team!

Differential: D842

Thanks for the patch!
2014-11-26 15:46:18 +01:00

302 lines
7.2 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/shader/nodes/node_shader_math.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** SCALAR MATH ******************** */
static bNodeSocketTemplate sh_node_math_in[] = {
{ SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
{ SOCK_FLOAT, 1, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
{ -1, 0, "" }
};
static bNodeSocketTemplate sh_node_math_out[] = {
{ SOCK_FLOAT, 0, N_("Value")},
{ -1, 0, "" }
};
static void node_shader_exec_math(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
{
float a, b, r = 0.0f;
nodestack_get_vec(&a, SOCK_FLOAT, in[0]);
nodestack_get_vec(&b, SOCK_FLOAT, in[1]);
switch (node->custom1) {
case NODE_MATH_ADD:
r = a + b;
break;
case NODE_MATH_SUB:
r = a - b;
break;
case NODE_MATH_MUL:
r = a * b;
break;
case NODE_MATH_DIVIDE:
{
if (b == 0) /* We don't want to divide by zero. */
r = 0.0;
else
r = a / b;
break;
}
case NODE_MATH_SIN:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = sinf(a);
else
r = sinf(b);
break;
}
case NODE_MATH_COS:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = cosf(a);
else
r = cosf(b);
break;
}
case NODE_MATH_TAN:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = tanf(a);
else
r = tanf(b);
break;
}
case NODE_MATH_ASIN:
{
if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
/* Can't do the impossible... */
if (a <= 1 && a >= -1)
r = asinf(a);
else
r = 0.0;
}
else {
/* Can't do the impossible... */
if (b <= 1 && b >= -1)
r = asinf(b);
else
r = 0.0;
}
break;
}
case NODE_MATH_ACOS:
{
if (in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
/* Can't do the impossible... */
if (a <= 1 && a >= -1)
r = acosf(a);
else
r = 0.0;
}
else {
/* Can't do the impossible... */
if (b <= 1 && b >= -1)
r = acosf(b);
else
r = 0.0;
}
break;
}
case NODE_MATH_ATAN:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = atan(a);
else
r = atan(b);
break;
}
case NODE_MATH_POW:
{
/* Only raise negative numbers by full integers */
if (a >= 0) {
r = pow(a, b);
}
else {
float y_mod_1 = fabsf(fmodf(b, 1.0f));
/* if input value is not nearly an integer, fall back to zero, nicer than straight rounding */
if (y_mod_1 > 0.999f || y_mod_1 < 0.001f) {
r = powf(a, floorf(b + 0.5f));
}
else {
r = 0.0f;
}
}
break;
}
case NODE_MATH_LOG:
{
/* Don't want any imaginary numbers... */
if (a > 0 && b > 0)
r = log(a) / log(b);
else
r = 0.0;
break;
}
case NODE_MATH_MIN:
{
if (a < b)
r = a;
else
r = b;
break;
}
case NODE_MATH_MAX:
{
if (a > b)
r = a;
else
r = b;
break;
}
case NODE_MATH_ROUND:
{
if (in[0]->hasinput || !in[1]->hasinput) /* This one only takes one input, so we've got to choose. */
r = (a < 0) ? (int)(a - 0.5f) : (int)(a + 0.5f);
else
r = (b < 0) ? (int)(b - 0.5f) : (int)(b + 0.5f);
break;
}
case NODE_MATH_LESS:
{
if (a < b)
r = 1.0f;
else
r = 0.0f;
break;
}
case NODE_MATH_GREATER:
{
if (a > b)
r = 1.0f;
else
r = 0.0f;
break;
}
case NODE_MATH_MOD:
{
if (b == 0.0f)
r = 0.0f;
else
r = fmod(a, b);
break;
}
case NODE_MATH_ABS:
{
r = fabsf(a);
break;
}
}
if (node->custom2 & SHD_MATH_CLAMP) {
CLAMP(r, 0.0f, 1.0f);
}
out[0]->vec[0] = r;
}
static int gpu_shader_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
static const char *names[] = {"math_add", "math_subtract", "math_multiply",
"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"};
switch (node->custom1) {
case NODE_MATH_ADD:
case NODE_MATH_SUB:
case NODE_MATH_MUL:
case NODE_MATH_DIVIDE:
case NODE_MATH_POW:
case NODE_MATH_LOG:
case NODE_MATH_MIN:
case NODE_MATH_MAX:
case NODE_MATH_LESS:
case NODE_MATH_GREATER:
case NODE_MATH_MOD:
GPU_stack_link(mat, names[node->custom1], in, out);
break;
case NODE_MATH_SIN:
case NODE_MATH_COS:
case NODE_MATH_TAN:
case NODE_MATH_ASIN:
case NODE_MATH_ACOS:
case NODE_MATH_ATAN:
case NODE_MATH_ROUND:
case NODE_MATH_ABS:
if (in[0].hasinput || !in[1].hasinput) {
/* use only first item and terminator */
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
GPU_stack_link(mat, names[node->custom1], tmp_in, out);
}
else {
/* use only second item and terminator */
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
GPU_stack_link(mat, names[node->custom1], tmp_in, out);
}
break;
default:
return 0;
}
if (node->custom2 & SHD_MATH_CLAMP) {
float min[3] = {0.0f, 0.0f, 0.0f};
float max[3] = {1.0f, 1.0f, 1.0f};
GPU_link(mat, "clamp_val", out[0].link, GPU_uniform(min), GPU_uniform(max), &out[0].link);
}
return 1;
}
void register_node_type_sh_math(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out);
node_type_label(&ntype, node_math_label);
node_type_storage(&ntype, "", NULL, NULL);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_math);
node_type_gpu(&ntype, gpu_shader_math);
nodeRegisterType(&ntype);
}