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authorCharlie Jolly <mistajolly@gmail.com>2020-02-25 17:52:01 +0300
committerCharlie Jolly <mistajolly@gmail.com>2020-03-02 15:49:19 +0300
commit847c091ae838a0e5268fc327dac931c810d88d9b (patch)
tree0284badd5653d67447fc692bd61230bfc9def8b6 /intern/cycles/kernel
parent493c99078a8fbd8807f137401c11d401b85ba0e7 (diff)
Shading: Add invert option to Vector Rotate Node
Checkbox to invert rotation angle, suggested by @simonthommes Differential Revision: https://developer.blender.org/D6932
Diffstat (limited to 'intern/cycles/kernel')
-rw-r--r--intern/cycles/kernel/shaders/node_vector_rotate.osl34
-rw-r--r--intern/cycles/kernel/svm/svm_vector_rotate.h71
2 files changed, 58 insertions, 47 deletions
diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl
index 533aa7bbe13..d32733b0966 100644
--- a/intern/cycles/kernel/shaders/node_vector_rotate.osl
+++ b/intern/cycles/kernel/shaders/node_vector_rotate.osl
@@ -17,7 +17,8 @@
#include "stdcycles.h"
#include "node_math.h"
-shader node_vector_rotate(string type = "axis",
+shader node_vector_rotate(int invert = 0,
+ string type = "axis",
vector VectorIn = vector(0.0, 0.0, 0.0),
point Center = point(0.0, 0.0, 0.0),
point Rotation = point(0.0, 0.0, 0.0),
@@ -26,20 +27,23 @@ shader node_vector_rotate(string type = "axis",
output vector VectorOut = vector(0.0, 0.0, 0.0))
{
if (type == "euler_xyz") {
- VectorOut = transform(euler_to_mat(Rotation), VectorIn - Center) + Center;
+ matrix rmat = (invert) ? transpose(euler_to_mat(Rotation)) : euler_to_mat(Rotation);
+ VectorOut = transform(rmat, VectorIn - Center) + Center;
}
- else if (type == "x_axis") {
- VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
- }
- else if (type == "y_axis") {
- VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
- }
- else if (type == "z_axis") {
- VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
- }
- else { // axis
- VectorOut = (length(Axis) != 0.0) ?
- rotate(VectorIn - Center, Angle, point(0.0), Axis) + Center :
- VectorIn;
+ else {
+ float a = (invert) ? -Angle : Angle;
+ if (type == "x_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
+ }
+ else if (type == "y_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
+ }
+ else if (type == "z_axis") {
+ VectorOut = rotate(VectorIn - Center, a, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
+ }
+ else { // axis
+ VectorOut = (length(Axis) != 0.0) ? rotate(VectorIn - Center, a, point(0.0), Axis) + Center :
+ VectorIn;
+ }
}
}
diff --git a/intern/cycles/kernel/svm/svm_vector_rotate.h b/intern/cycles/kernel/svm/svm_vector_rotate.h
index 0dc0e223f41..79a4ec2c40e 100644
--- a/intern/cycles/kernel/svm/svm_vector_rotate.h
+++ b/intern/cycles/kernel/svm/svm_vector_rotate.h
@@ -25,45 +25,52 @@ ccl_device void svm_node_vector_rotate(ShaderData *sd,
uint result_stack_offset)
{
uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
- angle_stack_offset;
+ angle_stack_offset, invert;
- svm_unpack_node_uchar3(input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset);
+ svm_unpack_node_uchar4(
+ input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset, &invert);
svm_unpack_node_uchar3(
axis_stack_offsets, &center_stack_offset, &axis_stack_offset, &angle_stack_offset);
- float3 vector = stack_load_float3(stack, vector_stack_offset);
- float3 center = stack_load_float3(stack, center_stack_offset);
- float3 result = make_float3(0.0f, 0.0f, 0.0f);
+ if (stack_valid(result_stack_offset)) {
- if (type == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
- float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
- Transform rotationTransform = euler_to_transform(rotation);
- result = transform_direction(&rotationTransform, vector - center) + center;
- }
- else {
- float3 axis;
- switch (type) {
- case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
- axis = make_float3(1.0f, 0.0f, 0.0f);
- break;
- case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
- axis = make_float3(0.0f, 1.0f, 0.0f);
- break;
- case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
- axis = make_float3(0.0f, 0.0f, 1.0f);
- break;
- default:
- axis = normalize(stack_load_float3(stack, axis_stack_offset));
- break;
+ float3 vector = stack_load_float3(stack, vector_stack_offset);
+ float3 center = stack_load_float3(stack, center_stack_offset);
+ float3 result = make_float3(0.0f, 0.0f, 0.0f);
+
+ if (type == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
+ float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
+ Transform rotationTransform = euler_to_transform(rotation);
+ if (invert) {
+ result = transform_direction_transposed(&rotationTransform, vector - center) + center;
+ }
+ else {
+ result = transform_direction(&rotationTransform, vector - center) + center;
+ }
+ }
+ else {
+ float3 axis;
+ switch (type) {
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
+ axis = make_float3(1.0f, 0.0f, 0.0f);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
+ axis = make_float3(0.0f, 1.0f, 0.0f);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
+ axis = make_float3(0.0f, 0.0f, 1.0f);
+ break;
+ default:
+ axis = normalize(stack_load_float3(stack, axis_stack_offset));
+ break;
+ }
+ float angle = stack_load_float(stack, angle_stack_offset);
+ angle = invert ? -angle : angle;
+ result = (len_squared(axis) != 0.0f) ?
+ rotate_around_axis(vector - center, axis, angle) + center :
+ vector;
}
- float angle = stack_load_float(stack, angle_stack_offset);
- result = (len_squared(axis) != 0.0f) ?
- rotate_around_axis(vector - center, axis, angle) + center :
- vector;
- }
- /* Output */
- if (stack_valid(result_stack_offset)) {
stack_store_float3(stack, result_stack_offset, result);
}
}