2 * This program is free software; you can redistribute it and/or
3 * modify it under the terms of the GNU General Public License
4 * as published by the Free Software Foundation; either version 2
5 * of the License, or (at your option) any later version.
7 * This program is distributed in the hope that it will be useful,
8 * but WITHOUT ANY WARRANTY; without even the implied warranty of
9 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
10 * GNU General Public License for more details.
12 * You should have received a copy of the GNU General Public License
13 * along with this program; if not, write to the Free Software Foundation,
14 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17 #include "NOD_math_functions.hh"
19 namespace blender::nodes {
21 const FloatMathOperationInfo *get_float_math_operation_info(const int operation)
24 #define RETURN_OPERATION_INFO(title_case_name, shader_name) \
26 static const FloatMathOperationInfo info{title_case_name, shader_name}; \
33 RETURN_OPERATION_INFO("Add", "math_add");
34 case NODE_MATH_SUBTRACT:
35 RETURN_OPERATION_INFO("Subtract", "math_subtract");
36 case NODE_MATH_MULTIPLY:
37 RETURN_OPERATION_INFO("Multiply", "math_multiply");
38 case NODE_MATH_DIVIDE:
39 RETURN_OPERATION_INFO("Divide", "math_divide");
41 RETURN_OPERATION_INFO("Sine", "math_sine");
42 case NODE_MATH_COSINE:
43 RETURN_OPERATION_INFO("Cosine", "math_cosine");
44 case NODE_MATH_TANGENT:
45 RETURN_OPERATION_INFO("Tangent", "math_tangent");
46 case NODE_MATH_ARCSINE:
47 RETURN_OPERATION_INFO("Arc Sine", "math_arcsine");
48 case NODE_MATH_ARCCOSINE:
49 RETURN_OPERATION_INFO("Arc Cosine", "math_arccosine");
50 case NODE_MATH_ARCTANGENT:
51 RETURN_OPERATION_INFO("Arc Tangent", "math_arctangent");
53 RETURN_OPERATION_INFO("Power", "math_power");
54 case NODE_MATH_LOGARITHM:
55 RETURN_OPERATION_INFO("Logarithm", "math_logarithm");
56 case NODE_MATH_MINIMUM:
57 RETURN_OPERATION_INFO("Minimum", "math_minimum");
58 case NODE_MATH_MAXIMUM:
59 RETURN_OPERATION_INFO("Maximum", "math_maximum");
61 RETURN_OPERATION_INFO("Round", "math_round");
62 case NODE_MATH_LESS_THAN:
63 RETURN_OPERATION_INFO("Less Than", "math_less_than");
64 case NODE_MATH_GREATER_THAN:
65 RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
66 case NODE_MATH_MODULO:
67 RETURN_OPERATION_INFO("Modulo", "math_modulo");
68 case NODE_MATH_ABSOLUTE:
69 RETURN_OPERATION_INFO("Absolute", "math_absolute");
70 case NODE_MATH_ARCTAN2:
71 RETURN_OPERATION_INFO("Arc Tangent 2", "math_arctan2");
73 RETURN_OPERATION_INFO("Floor", "math_floor");
75 RETURN_OPERATION_INFO("Ceil", "math_ceil");
76 case NODE_MATH_FRACTION:
77 RETURN_OPERATION_INFO("Fraction", "math_fraction");
79 RETURN_OPERATION_INFO("Sqrt", "math_sqrt");
80 case NODE_MATH_INV_SQRT:
81 RETURN_OPERATION_INFO("Inverse Sqrt", "math_inversesqrt");
83 RETURN_OPERATION_INFO("Sign", "math_sign");
84 case NODE_MATH_EXPONENT:
85 RETURN_OPERATION_INFO("Exponent", "math_exponent");
86 case NODE_MATH_RADIANS:
87 RETURN_OPERATION_INFO("Radians", "math_radians");
88 case NODE_MATH_DEGREES:
89 RETURN_OPERATION_INFO("Degrees", "math_degrees");
91 RETURN_OPERATION_INFO("Hyperbolic Sine", "math_sinh");
93 RETURN_OPERATION_INFO("Hyperbolic Cosine", "math_cosh");
95 RETURN_OPERATION_INFO("Hyperbolic Tangent", "math_tanh");
97 RETURN_OPERATION_INFO("Truncate", "math_trunc");
99 RETURN_OPERATION_INFO("Snap", "math_snap");
101 RETURN_OPERATION_INFO("Wrap", "math_wrap");
102 case NODE_MATH_COMPARE:
103 RETURN_OPERATION_INFO("Compare", "math_compare");
104 case NODE_MATH_MULTIPLY_ADD:
105 RETURN_OPERATION_INFO("Multiply Add", "math_multiply_add");
106 case NODE_MATH_PINGPONG:
107 RETURN_OPERATION_INFO("Ping Pong", "math_pingpong");
108 case NODE_MATH_SMOOTH_MIN:
109 RETURN_OPERATION_INFO("Smooth Min", "math_smoothmin");
110 case NODE_MATH_SMOOTH_MAX:
111 RETURN_OPERATION_INFO("Smooth Max", "math_smoothmax");
114 #undef RETURN_OPERATION_INFO
119 const FloatMathOperationInfo *get_float_compare_operation_info(const int operation)
122 #define RETURN_OPERATION_INFO(title_case_name, shader_name) \
124 static const FloatMathOperationInfo info{title_case_name, shader_name}; \
130 case NODE_FLOAT_COMPARE_LESS_THAN:
131 RETURN_OPERATION_INFO("Less Than", "math_less_than");
132 case NODE_FLOAT_COMPARE_LESS_EQUAL:
133 RETURN_OPERATION_INFO("Less Than or Equal", "math_less_equal");
134 case NODE_FLOAT_COMPARE_GREATER_THAN:
135 RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
136 case NODE_FLOAT_COMPARE_GREATER_EQUAL:
137 RETURN_OPERATION_INFO("Greater Than or Equal", "math_greater_equal");
138 case NODE_FLOAT_COMPARE_EQUAL:
139 RETURN_OPERATION_INFO("Equal", "math_equal");
140 case NODE_FLOAT_COMPARE_NOT_EQUAL:
141 RETURN_OPERATION_INFO("Not Equal", "math_not_equal");
144 #undef RETURN_OPERATION_INFO
149 const FloatMathOperationInfo *get_float3_math_operation_info(const int operation)
152 #define RETURN_OPERATION_INFO(title_case_name, shader_name) \
154 static const FloatMathOperationInfo info{title_case_name, shader_name}; \
160 case NODE_VECTOR_MATH_ADD:
161 RETURN_OPERATION_INFO("Add", "vector_math_add");
162 case NODE_VECTOR_MATH_SUBTRACT:
163 RETURN_OPERATION_INFO("Subtract", "vector_math_subtract");
164 case NODE_VECTOR_MATH_MULTIPLY:
165 RETURN_OPERATION_INFO("Multiply", "vector_math_multiply");
166 case NODE_VECTOR_MATH_DIVIDE:
167 RETURN_OPERATION_INFO("Divide", "vector_math_divide");
168 case NODE_VECTOR_MATH_CROSS_PRODUCT:
169 RETURN_OPERATION_INFO("Cross Product", "vector_math_cross");
170 case NODE_VECTOR_MATH_PROJECT:
171 RETURN_OPERATION_INFO("Project", "vector_math_project");
172 case NODE_VECTOR_MATH_REFLECT:
173 RETURN_OPERATION_INFO("Reflect", "vector_math_reflect");
174 case NODE_VECTOR_MATH_DOT_PRODUCT:
175 RETURN_OPERATION_INFO("Dot Product", "vector_math_dot");
176 case NODE_VECTOR_MATH_DISTANCE:
177 RETURN_OPERATION_INFO("Distance", "vector_math_distance");
178 case NODE_VECTOR_MATH_LENGTH:
179 RETURN_OPERATION_INFO("Length", "vector_math_length");
180 case NODE_VECTOR_MATH_SCALE:
181 RETURN_OPERATION_INFO("Scale", "vector_math_scale");
182 case NODE_VECTOR_MATH_NORMALIZE:
183 RETURN_OPERATION_INFO("Normalize", "vector_math_normalize");
184 case NODE_VECTOR_MATH_SNAP:
185 RETURN_OPERATION_INFO("Snap", "vector_math_snap");
186 case NODE_VECTOR_MATH_FLOOR:
187 RETURN_OPERATION_INFO("Floor", "vector_math_floor");
188 case NODE_VECTOR_MATH_CEIL:
189 RETURN_OPERATION_INFO("Ceiling", "vector_math_ceil");
190 case NODE_VECTOR_MATH_MODULO:
191 RETURN_OPERATION_INFO("Modulo", "vector_math_modulo");
192 case NODE_VECTOR_MATH_FRACTION:
193 RETURN_OPERATION_INFO("Fraction", "vector_math_fraction");
194 case NODE_VECTOR_MATH_ABSOLUTE:
195 RETURN_OPERATION_INFO("Absolute", "vector_math_absolute");
196 case NODE_VECTOR_MATH_MINIMUM:
197 RETURN_OPERATION_INFO("Minimum", "vector_math_minimum");
198 case NODE_VECTOR_MATH_MAXIMUM:
199 RETURN_OPERATION_INFO("Maximum", "vector_math_maximum");
200 case NODE_VECTOR_MATH_WRAP:
201 RETURN_OPERATION_INFO("Wrap", "vector_math_wrap");
202 case NODE_VECTOR_MATH_SINE:
203 RETURN_OPERATION_INFO("Sine", "vector_math_sine");
204 case NODE_VECTOR_MATH_COSINE:
205 RETURN_OPERATION_INFO("Cosine", "vector_math_cosine");
206 case NODE_VECTOR_MATH_TANGENT:
207 RETURN_OPERATION_INFO("Tangent", "vector_math_tangent");
210 #undef RETURN_OPERATION_INFO
215 } // namespace blender::nodes