Blender V4.3
math_functions.cc
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1/* SPDX-FileCopyrightText: 2023 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
6
7namespace blender::nodes {
8
10{
11
12#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
13 { \
14 static const FloatMathOperationInfo info{title_case_name, shader_name}; \
15 return &info; \
16 } \
17 ((void)0)
18
19 switch (operation) {
20 case NODE_MATH_ADD:
21 RETURN_OPERATION_INFO("Add", "math_add");
23 RETURN_OPERATION_INFO("Subtract", "math_subtract");
25 RETURN_OPERATION_INFO("Multiply", "math_multiply");
27 RETURN_OPERATION_INFO("Divide", "math_divide");
28 case NODE_MATH_SINE:
29 RETURN_OPERATION_INFO("Sine", "math_sine");
31 RETURN_OPERATION_INFO("Cosine", "math_cosine");
33 RETURN_OPERATION_INFO("Tangent", "math_tangent");
35 RETURN_OPERATION_INFO("Arc Sine", "math_arcsine");
37 RETURN_OPERATION_INFO("Arc Cosine", "math_arccosine");
39 RETURN_OPERATION_INFO("Arc Tangent", "math_arctangent");
40 case NODE_MATH_POWER:
41 RETURN_OPERATION_INFO("Power", "math_power");
43 RETURN_OPERATION_INFO("Logarithm", "math_logarithm");
45 RETURN_OPERATION_INFO("Minimum", "math_minimum");
47 RETURN_OPERATION_INFO("Maximum", "math_maximum");
48 case NODE_MATH_ROUND:
49 RETURN_OPERATION_INFO("Round", "math_round");
51 RETURN_OPERATION_INFO("Less Than", "math_less_than");
53 RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
55 RETURN_OPERATION_INFO("Modulo", "math_modulo");
57 RETURN_OPERATION_INFO("Floored Modulo", "math_floored_modulo");
59 RETURN_OPERATION_INFO("Absolute", "math_absolute");
61 RETURN_OPERATION_INFO("Arc Tangent 2", "math_arctan2");
62 case NODE_MATH_FLOOR:
63 RETURN_OPERATION_INFO("Floor", "math_floor");
64 case NODE_MATH_CEIL:
65 RETURN_OPERATION_INFO("Ceil", "math_ceil");
67 RETURN_OPERATION_INFO("Fraction", "math_fraction");
68 case NODE_MATH_SQRT:
69 RETURN_OPERATION_INFO("Sqrt", "math_sqrt");
71 RETURN_OPERATION_INFO("Inverse Sqrt", "math_inversesqrt");
72 case NODE_MATH_SIGN:
73 RETURN_OPERATION_INFO("Sign", "math_sign");
75 RETURN_OPERATION_INFO("Exponent", "math_exponent");
77 RETURN_OPERATION_INFO("Radians", "math_radians");
79 RETURN_OPERATION_INFO("Degrees", "math_degrees");
80 case NODE_MATH_SINH:
81 RETURN_OPERATION_INFO("Hyperbolic Sine", "math_sinh");
82 case NODE_MATH_COSH:
83 RETURN_OPERATION_INFO("Hyperbolic Cosine", "math_cosh");
84 case NODE_MATH_TANH:
85 RETURN_OPERATION_INFO("Hyperbolic Tangent", "math_tanh");
86 case NODE_MATH_TRUNC:
87 RETURN_OPERATION_INFO("Truncate", "math_trunc");
88 case NODE_MATH_SNAP:
89 RETURN_OPERATION_INFO("Snap", "math_snap");
90 case NODE_MATH_WRAP:
91 RETURN_OPERATION_INFO("Wrap", "math_wrap");
93 RETURN_OPERATION_INFO("Compare", "math_compare");
95 RETURN_OPERATION_INFO("Multiply Add", "math_multiply_add");
97 RETURN_OPERATION_INFO("Ping Pong", "math_pingpong");
99 RETURN_OPERATION_INFO("Smooth Min", "math_smoothmin");
101 RETURN_OPERATION_INFO("Smooth Max", "math_smoothmax");
102 }
103
104#undef RETURN_OPERATION_INFO
105
106 return nullptr;
107}
108
110{
111
112#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
113 { \
114 static const FloatMathOperationInfo info{title_case_name, shader_name}; \
115 return &info; \
116 } \
117 ((void)0)
118
119 switch (operation) {
121 RETURN_OPERATION_INFO("Less Than", "math_less_than");
123 RETURN_OPERATION_INFO("Less Than or Equal", "math_less_equal");
125 RETURN_OPERATION_INFO("Greater Than", "math_greater_than");
127 RETURN_OPERATION_INFO("Greater Than or Equal", "math_greater_equal");
129 RETURN_OPERATION_INFO("Equal", "math_equal");
131 RETURN_OPERATION_INFO("Not Equal", "math_not_equal");
132 }
133
134#undef RETURN_OPERATION_INFO
135
136 return nullptr;
137}
138
140{
141
142#define RETURN_OPERATION_INFO(title_case_name, shader_name) \
143 { \
144 static const FloatMathOperationInfo info{title_case_name, shader_name}; \
145 return &info; \
146 } \
147 ((void)0)
148
149 switch (operation) {
151 RETURN_OPERATION_INFO("Add", "vector_math_add");
153 RETURN_OPERATION_INFO("Subtract", "vector_math_subtract");
155 RETURN_OPERATION_INFO("Multiply", "vector_math_multiply");
157 RETURN_OPERATION_INFO("Divide", "vector_math_divide");
159 RETURN_OPERATION_INFO("Cross Product", "vector_math_cross");
161 RETURN_OPERATION_INFO("Project", "vector_math_project");
163 RETURN_OPERATION_INFO("Reflect", "vector_math_reflect");
165 RETURN_OPERATION_INFO("Dot Product", "vector_math_dot");
167 RETURN_OPERATION_INFO("Distance", "vector_math_distance");
169 RETURN_OPERATION_INFO("Length", "vector_math_length");
171 RETURN_OPERATION_INFO("Scale", "vector_math_scale");
173 RETURN_OPERATION_INFO("Normalize", "vector_math_normalize");
175 RETURN_OPERATION_INFO("Snap", "vector_math_snap");
177 RETURN_OPERATION_INFO("Floor", "vector_math_floor");
179 RETURN_OPERATION_INFO("Ceiling", "vector_math_ceil");
181 RETURN_OPERATION_INFO("Modulo", "vector_math_modulo");
183 RETURN_OPERATION_INFO("Fraction", "vector_math_fraction");
185 RETURN_OPERATION_INFO("Absolute", "vector_math_absolute");
187 RETURN_OPERATION_INFO("Minimum", "vector_math_minimum");
189 RETURN_OPERATION_INFO("Maximum", "vector_math_maximum");
191 RETURN_OPERATION_INFO("Wrap", "vector_math_wrap");
193 RETURN_OPERATION_INFO("Sine", "vector_math_sine");
195 RETURN_OPERATION_INFO("Cosine", "vector_math_cosine");
197 RETURN_OPERATION_INFO("Tangent", "vector_math_tangent");
199 RETURN_OPERATION_INFO("Refract", "vector_math_refract");
201 RETURN_OPERATION_INFO("Faceforward", "vector_math_faceforward");
203 RETURN_OPERATION_INFO("Multiply Add", "vector_math_multiply_add");
204 }
205
206#undef RETURN_OPERATION_INFO
207
208 return nullptr;
209}
210
211} // namespace blender::nodes
@ NODE_VECTOR_MATH_NORMALIZE
@ NODE_VECTOR_MATH_LENGTH
@ NODE_VECTOR_MATH_CROSS_PRODUCT
@ NODE_VECTOR_MATH_CEIL
@ NODE_VECTOR_MATH_MODULO
@ NODE_VECTOR_MATH_ADD
@ NODE_VECTOR_MATH_COSINE
@ NODE_VECTOR_MATH_REFLECT
@ NODE_VECTOR_MATH_WRAP
@ NODE_VECTOR_MATH_REFRACT
@ NODE_VECTOR_MATH_DOT_PRODUCT
@ NODE_VECTOR_MATH_ABSOLUTE
@ NODE_VECTOR_MATH_DIVIDE
@ NODE_VECTOR_MATH_TANGENT
@ NODE_VECTOR_MATH_DISTANCE
@ NODE_VECTOR_MATH_FLOOR
@ NODE_VECTOR_MATH_SNAP
@ NODE_VECTOR_MATH_SINE
@ NODE_VECTOR_MATH_FRACTION
@ NODE_VECTOR_MATH_PROJECT
@ NODE_VECTOR_MATH_MULTIPLY
@ NODE_VECTOR_MATH_SCALE
@ NODE_VECTOR_MATH_MAXIMUM
@ NODE_VECTOR_MATH_FACEFORWARD
@ NODE_VECTOR_MATH_SUBTRACT
@ NODE_VECTOR_MATH_MULTIPLY_ADD
@ NODE_VECTOR_MATH_MINIMUM
@ NODE_MATH_SINH
@ NODE_MATH_SMOOTH_MIN
@ NODE_MATH_TRUNC
@ NODE_MATH_COSH
@ NODE_MATH_SIGN
@ NODE_MATH_DEGREES
@ NODE_MATH_MODULO
@ NODE_MATH_ABSOLUTE
@ NODE_MATH_DIVIDE
@ NODE_MATH_SINE
@ NODE_MATH_FLOORED_MODULO
@ NODE_MATH_ARCTAN2
@ NODE_MATH_ARCCOSINE
@ NODE_MATH_MULTIPLY_ADD
@ NODE_MATH_POWER
@ NODE_MATH_WRAP
@ NODE_MATH_ARCTANGENT
@ NODE_MATH_MINIMUM
@ NODE_MATH_SQRT
@ NODE_MATH_CEIL
@ NODE_MATH_TANH
@ NODE_MATH_GREATER_THAN
@ NODE_MATH_ADD
@ NODE_MATH_FRACTION
@ NODE_MATH_EXPONENT
@ NODE_MATH_LESS_THAN
@ NODE_MATH_ARCSINE
@ NODE_MATH_MAXIMUM
@ NODE_MATH_LOGARITHM
@ NODE_MATH_COMPARE
@ NODE_MATH_INV_SQRT
@ NODE_MATH_MULTIPLY
@ NODE_MATH_PINGPONG
@ NODE_MATH_ROUND
@ NODE_MATH_FLOOR
@ NODE_MATH_SUBTRACT
@ NODE_MATH_COSINE
@ NODE_MATH_SNAP
@ NODE_MATH_TANGENT
@ NODE_MATH_SMOOTH_MAX
@ NODE_MATH_RADIANS
@ NODE_COMPARE_NOT_EQUAL
@ NODE_COMPARE_LESS_EQUAL
@ NODE_COMPARE_EQUAL
@ NODE_COMPARE_GREATER_EQUAL
@ NODE_COMPARE_GREATER_THAN
@ NODE_COMPARE_LESS_THAN
#define RETURN_OPERATION_INFO(title_case_name, shader_name)
const FloatMathOperationInfo * get_float3_math_operation_info(const int operation)
const FloatMathOperationInfo * get_float_compare_operation_info(const int operation)
const FloatMathOperationInfo * get_float_math_operation_info(const int operation)