diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-02-17 03:47:18 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-02-17 18:26:24 +0300 |
commit | 68dd7617d705dd255b29b99074afa107ce38031e (patch) | |
tree | 1e253ab76b87e7f22a09db2f1137db3a1b8ecb6c /intern/cycles/render | |
parent | 8119f0aad21c3ce88e82d68ed20cd5a8edc99703 (diff) |
Cycles: add utility functions for zero float2/float3/float4/transform
Ref D8237, T78710
Diffstat (limited to 'intern/cycles/render')
-rw-r--r-- | intern/cycles/render/camera.cpp | 12 | ||||
-rw-r--r-- | intern/cycles/render/constant_fold.cpp | 8 | ||||
-rw-r--r-- | intern/cycles/render/graph.cpp | 2 | ||||
-rw-r--r-- | intern/cycles/render/hair.cpp | 2 | ||||
-rw-r--r-- | intern/cycles/render/light.cpp | 12 | ||||
-rw-r--r-- | intern/cycles/render/mesh.cpp | 6 | ||||
-rw-r--r-- | intern/cycles/render/mesh_displace.cpp | 6 | ||||
-rw-r--r-- | intern/cycles/render/mesh_subdivision.cpp | 12 | ||||
-rw-r--r-- | intern/cycles/render/nodes.cpp | 235 | ||||
-rw-r--r-- | intern/cycles/render/object.cpp | 12 | ||||
-rw-r--r-- | intern/cycles/render/shader.cpp | 2 |
11 files changed, 141 insertions, 168 deletions
diff --git a/intern/cycles/render/camera.cpp b/intern/cycles/render/camera.cpp index 30bf6c4241a..1f932135a57 100644 --- a/intern/cycles/render/camera.cpp +++ b/intern/cycles/render/camera.cpp @@ -189,8 +189,8 @@ Camera::Camera() : Node(node_type) full_rastertocamera = projection_identity(); - dx = make_float3(0.0f, 0.0f, 0.0f); - dy = make_float3(0.0f, 0.0f, 0.0f); + dx = zero_float3(); + dy = zero_float3(); need_device_update = true; need_flags_update = true; @@ -310,8 +310,8 @@ void Camera::update(Scene *scene) transform_perspective(&full_rastertocamera, make_float3(0, 0, 0)); } else { - dx = make_float3(0.0f, 0.0f, 0.0f); - dy = make_float3(0.0f, 0.0f, 0.0f); + dx = zero_float3(); + dy = zero_float3(); } dx = transform_direction(&cameratoworld, dx); @@ -568,7 +568,7 @@ float3 Camera::transform_raster_to_world(float raster_x, float raster_y) if (camera_type == CAMERA_PERSPECTIVE) { D = transform_perspective(&rastertocamera, make_float3(raster_x, raster_y, 0.0f)); float3 Pclip = normalize(D); - P = make_float3(0.0f, 0.0f, 0.0f); + P = zero_float3(); /* TODO(sergey): Aperture support? */ P = transform_point(&cameratoworld, P); D = normalize(transform_direction(&cameratoworld, D)); @@ -643,7 +643,7 @@ float Camera::world_to_raster_size(float3 P) float3 p = transform_point(&worldtocamera, P); float3 v1 = transform_perspective(&full_rastertocamera, make_float3(full_width, full_height, 0.0f)); - float3 v2 = transform_perspective(&full_rastertocamera, make_float3(0.0f, 0.0f, 0.0f)); + float3 v2 = transform_perspective(&full_rastertocamera, zero_float3()); /* Create point clamped to frustum */ float3 c; diff --git a/intern/cycles/render/constant_fold.cpp b/intern/cycles/render/constant_fold.cpp index f3809ee8d80..800056d2899 100644 --- a/intern/cycles/render/constant_fold.cpp +++ b/intern/cycles/render/constant_fold.cpp @@ -86,7 +86,7 @@ void ConstantFolder::make_zero() const make_constant(0.0f); } else if (SocketType::is_float3(output->type())) { - make_constant(make_float3(0.0f, 0.0f, 0.0f)); + make_constant(zero_float3()); } else { assert(0); @@ -99,7 +99,7 @@ void ConstantFolder::make_one() const make_constant(1.0f); } else if (SocketType::is_float3(output->type())) { - make_constant(make_float3(1.0f, 1.0f, 1.0f)); + make_constant(one_float3()); } else { assert(0); @@ -184,7 +184,7 @@ bool ConstantFolder::is_zero(ShaderInput *input) const return node->get_float(input->socket_type) == 0.0f; } else if (SocketType::is_float3(input->type())) { - return node->get_float3(input->socket_type) == make_float3(0.0f, 0.0f, 0.0f); + return node->get_float3(input->socket_type) == zero_float3(); } } @@ -198,7 +198,7 @@ bool ConstantFolder::is_one(ShaderInput *input) const return node->get_float(input->socket_type) == 1.0f; } else if (SocketType::is_float3(input->type())) { - return node->get_float3(input->socket_type) == make_float3(1.0f, 1.0f, 1.0f); + return node->get_float3(input->socket_type) == one_float3(); } } diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp index 5e068e74ce0..cdaa878e830 100644 --- a/intern/cycles/render/graph.cpp +++ b/intern/cycles/render/graph.cpp @@ -273,7 +273,7 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to) if (to->type() == SocketType::CLOSURE) { EmissionNode *emission = create_node<EmissionNode>(); - emission->set_color(make_float3(1.0f, 1.0f, 1.0f)); + emission->set_color(one_float3()); emission->set_strength(1.0f); convert = add(emission); /* Connect float inputs to Strength to save an additional Value->Color conversion. */ diff --git a/intern/cycles/render/hair.cpp b/intern/cycles/render/hair.cpp index e94cad6b32e..28ad8a1461a 100644 --- a/intern/cycles/render/hair.cpp +++ b/intern/cycles/render/hair.cpp @@ -416,7 +416,7 @@ void Hair::compute_bounds() if (!bnds.valid()) { /* empty mesh */ - bnds.grow(make_float3(0.0f, 0.0f, 0.0f)); + bnds.grow(zero_float3()); } bounds = bnds; diff --git a/intern/cycles/render/light.cpp b/intern/cycles/render/light.cpp index 1e54a237816..d1e64e2ac14 100644 --- a/intern/cycles/render/light.cpp +++ b/intern/cycles/render/light.cpp @@ -116,17 +116,17 @@ NODE_DEFINE(Light) type_enum.insert("spot", LIGHT_SPOT); SOCKET_ENUM(light_type, "Type", type_enum, LIGHT_POINT); - SOCKET_COLOR(strength, "Strength", make_float3(1.0f, 1.0f, 1.0f)); + SOCKET_COLOR(strength, "Strength", one_float3()); - SOCKET_POINT(co, "Co", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_POINT(co, "Co", zero_float3()); - SOCKET_VECTOR(dir, "Dir", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_VECTOR(dir, "Dir", zero_float3()); SOCKET_FLOAT(size, "Size", 0.0f); SOCKET_FLOAT(angle, "Angle", 0.0f); - SOCKET_VECTOR(axisu, "Axis U", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_VECTOR(axisu, "Axis U", zero_float3()); SOCKET_FLOAT(sizeu, "Size U", 1.0f); - SOCKET_VECTOR(axisv, "Axis V", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_VECTOR(axisv, "Axis V", zero_float3()); SOCKET_FLOAT(sizev, "Size V", 1.0f); SOCKET_BOOLEAN(round, "Round", false); @@ -173,7 +173,7 @@ void Light::tag_update(Scene *scene) bool Light::has_contribution(Scene *scene) { - if (strength == make_float3(0.0f, 0.0f, 0.0f)) { + if (strength == zero_float3()) { return false; } if (is_portal) { diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index 5f62da8f18b..1f6fcdd0abe 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -333,7 +333,7 @@ void Mesh::add_vertex(float3 P) tag_verts_modified(); if (get_num_subd_faces()) { - vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f)); + vert_patch_uv.push_back_reserved(zero_float2()); tag_vert_patch_uv_modified(); } } @@ -344,7 +344,7 @@ void Mesh::add_vertex_slow(float3 P) tag_verts_modified(); if (get_num_subd_faces()) { - vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f)); + vert_patch_uv.push_back_slow(zero_float2()); tag_vert_patch_uv_modified(); } } @@ -494,7 +494,7 @@ void Mesh::compute_bounds() if (!bnds.valid()) { /* empty mesh */ - bnds.grow(make_float3(0.0f, 0.0f, 0.0f)); + bnds.grow(zero_float3()); } bounds = bnds; diff --git a/intern/cycles/render/mesh_displace.cpp b/intern/cycles/render/mesh_displace.cpp index b4fb5dcdea2..b39d81023d9 100644 --- a/intern/cycles/render/mesh_displace.cpp +++ b/intern/cycles/render/mesh_displace.cpp @@ -197,7 +197,7 @@ bool GeometryManager::displace( for (int key : stitch_keys) { pair<map_it_t, map_it_t> verts = mesh->vert_stitching_map.equal_range(key); - float3 pos = make_float3(0.0f, 0.0f, 0.0f); + float3 pos = zero_float3(); int num = 0; for (map_it_t v = verts.first; v != verts.second; ++v) { @@ -264,7 +264,7 @@ bool GeometryManager::displace( for (size_t i = 0; i < num_triangles; i++) { if (tri_has_true_disp[i]) { for (size_t j = 0; j < 3; j++) { - vN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f); + vN[mesh->get_triangle(i).v[j]] = zero_float3(); } } } @@ -333,7 +333,7 @@ bool GeometryManager::displace( for (size_t i = 0; i < num_triangles; i++) { if (tri_has_true_disp[i]) { for (size_t j = 0; j < 3; j++) { - mN[mesh->get_triangle(i).v[j]] = make_float3(0.0f, 0.0f, 0.0f); + mN[mesh->get_triangle(i).v[j]] = zero_float3(); } } } diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp index 7408ee2dbdf..575dbef8ec2 100644 --- a/intern/cycles/render/mesh_subdivision.cpp +++ b/intern/cycles/render/mesh_subdivision.cpp @@ -341,9 +341,9 @@ struct OsdPatch : Patch { float3 du, dv; if (P) - *P = make_float3(0.0f, 0.0f, 0.0f); - du = make_float3(0.0f, 0.0f, 0.0f); - dv = make_float3(0.0f, 0.0f, 0.0f); + *P = zero_float3(); + du = zero_float3(); + dv = zero_float3(); for (int i = 0; i < cv.size(); i++) { float3 p = osd_data->verts[cv[i]].value; @@ -484,8 +484,8 @@ void Mesh::tessellate(DiagSplit *split) } else { /* ngon */ - float3 center_vert = make_float3(0.0f, 0.0f, 0.0f); - float3 center_normal = make_float3(0.0f, 0.0f, 0.0f); + float3 center_vert = zero_float3(); + float3 center_normal = zero_float3(); float inv_num_corners = 1.0f / float(face.num_corners); for (int corner = 0; corner < face.num_corners; corner++) { @@ -613,7 +613,7 @@ void Mesh::tessellate(DiagSplit *split) uchar *center = (uchar *)data + (subd_face_corners.size() + ngons) * stride; float inv_num_corners = 1.0f / float(face.num_corners); - float4 val = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + float4 val = zero_float4(); for (int corner = 0; corner < face.num_corners; corner++) { for (int i = 0; i < 4; i++) { diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp index b59dd124040..84286c9b1a3 100644 --- a/intern/cycles/render/nodes.cpp +++ b/intern/cycles/render/nodes.cpp @@ -43,9 +43,9 @@ CCL_NAMESPACE_BEGIN /* Texture Mapping */ #define TEXTURE_MAPPING_DEFINE(TextureNode) \ - SOCKET_POINT(tex_mapping.translation, "Translation", make_float3(0.0f, 0.0f, 0.0f)); \ - SOCKET_VECTOR(tex_mapping.rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f)); \ - SOCKET_VECTOR(tex_mapping.scale, "Scale", make_float3(1.0f, 1.0f, 1.0f)); \ + SOCKET_POINT(tex_mapping.translation, "Translation", zero_float3()); \ + SOCKET_VECTOR(tex_mapping.rotation, "Rotation", zero_float3()); \ + SOCKET_VECTOR(tex_mapping.scale, "Scale", one_float3()); \ \ SOCKET_VECTOR(tex_mapping.min, "Min", make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX)); \ SOCKET_VECTOR(tex_mapping.max, "Max", make_float3(FLT_MAX, FLT_MAX, FLT_MAX)); \ @@ -80,7 +80,7 @@ TextureMapping::TextureMapping() Transform TextureMapping::compute_transform() { - Transform mmat = transform_scale(make_float3(0.0f, 0.0f, 0.0f)); + Transform mmat = transform_scale(zero_float3()); if (x_mapping != NONE) mmat[0][x_mapping - 1] = 1.0f; @@ -137,11 +137,11 @@ Transform TextureMapping::compute_transform() bool TextureMapping::skip() { - if (translation != make_float3(0.0f, 0.0f, 0.0f)) + if (translation != zero_float3()) return false; - if (rotation != make_float3(0.0f, 0.0f, 0.0f)) + if (rotation != zero_float3()) return false; - if (scale != make_float3(1.0f, 1.0f, 1.0f)) + if (scale != one_float3()) return false; if (x_mapping != X || y_mapping != Y || z_mapping != Z) @@ -250,7 +250,7 @@ NODE_DEFINE(ImageTextureNode) SOCKET_INT_ARRAY(tiles, "Tiles", array<int>()); SOCKET_BOOLEAN(animated, "Animated", false); - SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_UV); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_UV); SOCKET_OUT_COLOR(color, "Color"); SOCKET_OUT_FLOAT(alpha, "Alpha"); @@ -517,7 +517,7 @@ NODE_DEFINE(EnvironmentTextureNode) SOCKET_BOOLEAN(animated, "Animated", false); - SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); SOCKET_OUT_COLOR(color, "Color"); SOCKET_OUT_FLOAT(alpha, "Alpha"); @@ -811,8 +811,7 @@ NODE_DEFINE(SkyTextureNode) SOCKET_FLOAT(dust_density, "Dust", 1.0f); SOCKET_FLOAT(ozone_density, "Ozone", 1.0f); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_OUT_COLOR(color, "Color"); @@ -993,8 +992,7 @@ NODE_DEFINE(GradientTextureNode) type_enum.insert("spherical", NODE_BLEND_SPHERICAL); SOCKET_ENUM(gradient_type, "Type", type_enum, NODE_BLEND_LINEAR); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_OUT_COLOR(color, "Color"); SOCKET_OUT_FLOAT(fac, "Fac"); @@ -1046,8 +1044,7 @@ NODE_DEFINE(NoiseTextureNode) dimensions_enum.insert("4D", 4); SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_IN_FLOAT(w, "W", 0.0f); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_IN_FLOAT(detail, "Detail", 2.0f); @@ -1137,8 +1134,7 @@ NODE_DEFINE(VoronoiTextureNode) feature_enum.insert("n_sphere_radius", NODE_VORONOI_N_SPHERE_RADIUS); SOCKET_ENUM(feature, "Feature", feature_enum, NODE_VORONOI_F1); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_IN_FLOAT(w, "W", 0.0f); SOCKET_IN_FLOAT(scale, "Scale", 5.0f); SOCKET_IN_FLOAT(smoothness, "Smoothness", 5.0f); @@ -1226,8 +1222,7 @@ NODE_DEFINE(IESLightNode) SOCKET_STRING(filename, "File Name", ustring()); SOCKET_IN_FLOAT(strength, "Strength", 1.0f); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_NORMAL); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_NORMAL); SOCKET_OUT_FLOAT(fac, "Fac"); @@ -1317,7 +1312,7 @@ NODE_DEFINE(WhiteNoiseTextureNode) dimensions_enum.insert("4D", 4); SOCKET_ENUM(dimensions, "Dimensions", dimensions_enum, 3); - SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_POINT(vector, "Vector", zero_float3()); SOCKET_IN_FLOAT(w, "W", 0.0f); SOCKET_OUT_FLOAT(value, "Value"); @@ -1377,8 +1372,7 @@ NODE_DEFINE(MusgraveTextureNode) type_enum.insert("hetero_terrain", NODE_MUSGRAVE_HETERO_TERRAIN); SOCKET_ENUM(musgrave_type, "Type", type_enum, NODE_MUSGRAVE_FBM); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_IN_FLOAT(w, "W", 0.0f); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_IN_FLOAT(detail, "Detail", 2.0f); @@ -1477,8 +1471,7 @@ NODE_DEFINE(WaveTextureNode) profile_enum.insert("tri", NODE_WAVE_PROFILE_TRI); SOCKET_ENUM(profile, "Profile", profile_enum, NODE_WAVE_PROFILE_SIN); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_IN_FLOAT(distortion, "Distortion", 0.0f); SOCKET_IN_FLOAT(detail, "Detail", 2.0f); @@ -1555,8 +1548,7 @@ NODE_DEFINE(MagicTextureNode) SOCKET_INT(depth, "Depth", 2); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); SOCKET_IN_FLOAT(scale, "Scale", 5.0f); SOCKET_IN_FLOAT(distortion, "Distortion", 1.0f); @@ -1608,10 +1600,9 @@ NODE_DEFINE(CheckerTextureNode) TEXTURE_MAPPING_DEFINE(CheckerTextureNode); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_COLOR(color1, "Color1", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_COLOR(color2, "Color2", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_OUT_COLOR(color, "Color"); @@ -1668,12 +1659,11 @@ NODE_DEFINE(BrickTextureNode) SOCKET_FLOAT(squash, "Squash", 1.0f); SOCKET_INT(squash_frequency, "Squash Frequency", 2); - SOCKET_IN_POINT( - vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TEXTURE_GENERATED); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_TEXTURE_GENERATED); - SOCKET_IN_COLOR(color1, "Color1", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_COLOR(color2, "Color2", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_COLOR(mortar, "Mortar", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); + SOCKET_IN_COLOR(mortar, "Mortar", zero_float3()); SOCKET_IN_FLOAT(scale, "Scale", 5.0f); SOCKET_IN_FLOAT(mortar_size, "Mortar Size", 0.02f); SOCKET_IN_FLOAT(mortar_smooth, "Mortar Smooth", 0.0f); @@ -1772,7 +1762,7 @@ NODE_DEFINE(PointDensityTextureNode) SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); - SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_POSITION); + SOCKET_IN_POINT(vector, "Vector", zero_float3(), SocketType::LINK_POSITION); SOCKET_OUT_FLOAT(density, "Density"); SOCKET_OUT_COLOR(color, "Color"); @@ -1887,9 +1877,9 @@ NODE_DEFINE(NormalNode) { NodeType *type = NodeType::add("normal", create, NodeType::SHADER); - SOCKET_VECTOR(direction, "direction", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_VECTOR(direction, "direction", zero_float3()); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); SOCKET_OUT_NORMAL(normal, "Normal"); SOCKET_OUT_FLOAT(dot, "Dot"); @@ -1934,10 +1924,10 @@ NODE_DEFINE(MappingNode) type_enum.insert("normal", NODE_MAPPING_TYPE_NORMAL); SOCKET_ENUM(mapping_type, "Type", type_enum, NODE_MAPPING_TYPE_POINT); - SOCKET_IN_POINT(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_POINT(location, "Location", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_POINT(rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_POINT(scale, "Scale", make_float3(1.0f, 1.0f, 1.0f)); + SOCKET_IN_POINT(vector, "Vector", zero_float3()); + SOCKET_IN_POINT(location, "Location", zero_float3()); + SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); + SOCKET_IN_POINT(scale, "Scale", one_float3()); SOCKET_OUT_POINT(vector, "Vector"); @@ -1993,7 +1983,7 @@ NODE_DEFINE(RGBToBWNode) { NodeType *type = NodeType::add("rgb_to_bw", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_OUT_FLOAT(val, "Val"); return type; @@ -2291,7 +2281,7 @@ NODE_DEFINE(AnisotropicBsdfNode) NodeType *type = NodeType::add("anisotropic_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; @@ -2301,7 +2291,7 @@ NODE_DEFINE(AnisotropicBsdfNode) distribution_enum.insert("ashikhmin_shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID); SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_GGX_ID); - SOCKET_IN_VECTOR(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT); + SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f); SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.5f); @@ -2353,7 +2343,7 @@ NODE_DEFINE(GlossyBsdfNode) NodeType *type = NodeType::add("glossy_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; @@ -2445,7 +2435,7 @@ NODE_DEFINE(GlassBsdfNode) NodeType *type = NodeType::add("glass_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; @@ -2538,7 +2528,7 @@ NODE_DEFINE(RefractionBsdfNode) NodeType *type = NodeType::add("refraction_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum distribution_enum; @@ -2629,7 +2619,7 @@ NODE_DEFINE(ToonBsdfNode) NodeType *type = NodeType::add("toon_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum component_enum; @@ -2669,7 +2659,7 @@ NODE_DEFINE(VelvetBsdfNode) NodeType *type = NodeType::add("velvet_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); SOCKET_IN_FLOAT(sigma, "Sigma", 1.0f); @@ -2700,7 +2690,7 @@ NODE_DEFINE(DiffuseBsdfNode) NodeType *type = NodeType::add("diffuse_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f); @@ -2760,15 +2750,12 @@ NODE_DEFINE(PrincipledBsdfNode) SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f); SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f); SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f); - SOCKET_IN_COLOR(emission, "Emission", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(emission, "Emission", zero_float3()); SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 1.0f); SOCKET_IN_FLOAT(alpha, "Alpha", 1.0f); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); - SOCKET_IN_NORMAL(clearcoat_normal, - "Clearcoat Normal", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL); - SOCKET_IN_NORMAL(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", zero_float3(), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(tangent, "Tangent", zero_float3(), SocketType::LINK_TANGENT); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); SOCKET_OUT_CLOSURE(BSDF, "BSDF"); @@ -2789,7 +2776,7 @@ void PrincipledBsdfNode::expand(ShaderGraph *graph) ShaderInput *emission_in = input("Emission"); ShaderInput *emission_strength_in = input("Emission Strength"); - if ((emission_in->link || emission != make_float3(0.0f, 0.0f, 0.0f)) && + if ((emission_in->link || emission != zero_float3()) && (emission_strength_in->link || emission_strength != 0.0f)) { /* Create add closure and emission, and relink inputs. */ AddClosureNode *add = graph->create_node<AddClosureNode>(); @@ -2879,7 +2866,7 @@ void PrincipledBsdfNode::compile(SVMCompiler &compiler, ShaderInput *clearcoat_normal_in = input("Clearcoat Normal"); ShaderInput *tangent_in = input("Tangent"); - float3 weight = make_float3(1.0f, 1.0f, 1.0f); + float3 weight = one_float3(); compiler.add_node(NODE_CLOSURE_SET_WEIGHT, weight); @@ -2989,7 +2976,7 @@ NODE_DEFINE(TranslucentBsdfNode) NodeType *type = NodeType::add("translucent_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); SOCKET_OUT_CLOSURE(BSDF, "BSDF"); @@ -3018,7 +3005,7 @@ NODE_DEFINE(TransparentBsdfNode) { NodeType *type = NodeType::add("transparent_bsdf", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Color", make_float3(1.0f, 1.0f, 1.0f)); + SOCKET_IN_COLOR(color, "Color", one_float3()); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); SOCKET_OUT_CLOSURE(BSDF, "BSDF"); @@ -3048,7 +3035,7 @@ NODE_DEFINE(SubsurfaceScatteringNode) NodeType *type = NodeType::add("subsurface_scattering", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum falloff_enum; @@ -3138,8 +3125,7 @@ void EmissionNode::constant_fold(const ConstantFolder &folder) ShaderInput *color_in = input("Color"); ShaderInput *strength_in = input("Strength"); - if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) || - (!strength_in->link && strength == 0.0f)) { + if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { folder.discard(); } } @@ -3188,8 +3174,7 @@ void BackgroundNode::constant_fold(const ConstantFolder &folder) ShaderInput *color_in = input("Color"); ShaderInput *strength_in = input("Strength"); - if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) || - (!strength_in->link && strength == 0.0f)) { + if ((!color_in->link && color == zero_float3()) || (!strength_in->link && strength == 0.0f)) { folder.discard(); } } @@ -3214,7 +3199,7 @@ HoldoutNode::HoldoutNode() : ShaderNode(node_type) void HoldoutNode::compile(SVMCompiler &compiler) { - float3 value = make_float3(1.0f, 1.0f, 1.0f); + float3 value = one_float3(); compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value); compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset()); @@ -3233,9 +3218,9 @@ NODE_DEFINE(AmbientOcclusionNode) SOCKET_INT(samples, "Samples", 16); - SOCKET_IN_COLOR(color, "Color", make_float3(1.0f, 1.0f, 1.0f)); + SOCKET_IN_COLOR(color, "Color", one_float3()); SOCKET_IN_FLOAT(distance, "Distance", 1.0f); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_BOOLEAN(inside, "Inside", false); SOCKET_BOOLEAN(only_local, "Only Local", false); @@ -3393,11 +3378,11 @@ NODE_DEFINE(PrincipledVolumeNode) SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 0.5f)); SOCKET_IN_FLOAT(density, "Density", 1.0f); SOCKET_IN_FLOAT(anisotropy, "Anisotropy", 0.0f); - SOCKET_IN_COLOR(absorption_color, "Absorption Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(absorption_color, "Absorption Color", zero_float3()); SOCKET_IN_FLOAT(emission_strength, "Emission Strength", 0.0f); - SOCKET_IN_COLOR(emission_color, "Emission Color", make_float3(1.0f, 1.0f, 1.0f)); + SOCKET_IN_COLOR(emission_color, "Emission Color", one_float3()); SOCKET_IN_FLOAT(blackbody_intensity, "Blackbody Intensity", 0.0f); - SOCKET_IN_COLOR(blackbody_tint, "Blackbody Tint", make_float3(1.0f, 1.0f, 1.0f)); + SOCKET_IN_COLOR(blackbody_tint, "Blackbody Tint", one_float3()); SOCKET_IN_FLOAT(temperature, "Temperature", 1000.0f); SOCKET_IN_FLOAT(volume_mix_weight, "VolumeMixWeight", 0.0f, SocketType::SVM_INTERNAL); @@ -3523,7 +3508,7 @@ NODE_DEFINE(PrincipledHairBsdfNode) SOCKET_IN_FLOAT(random_color, "Random Color", 0.0f); SOCKET_IN_FLOAT(random, "Random", 0.0f); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); SOCKET_OUT_CLOSURE(BSDF, "BSDF"); @@ -3548,7 +3533,7 @@ void PrincipledHairBsdfNode::attributes(Shader *shader, AttributeRequestSet *att /* Prepares the input data for the SVM shader. */ void PrincipledHairBsdfNode::compile(SVMCompiler &compiler) { - compiler.add_node(NODE_CLOSURE_SET_WEIGHT, make_float3(1.0f, 1.0f, 1.0f)); + compiler.add_node(NODE_CLOSURE_SET_WEIGHT, one_float3()); ShaderInput *roughness_in = input("Roughness"); ShaderInput *radial_roughness_in = input("Radial Roughness"); @@ -3625,7 +3610,7 @@ NODE_DEFINE(HairBsdfNode) NodeType *type = NodeType::add("hair_bsdf", create, NodeType::SHADER); SOCKET_IN_COLOR(color, "Color", make_float3(0.8f, 0.8f, 0.8f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL); static NodeEnum component_enum; @@ -3635,7 +3620,7 @@ NODE_DEFINE(HairBsdfNode) SOCKET_IN_FLOAT(offset, "Offset", 0.0f); SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.2f); SOCKET_IN_FLOAT(roughness_v, "RoughnessV", 0.2f); - SOCKET_IN_VECTOR(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(tangent, "Tangent", zero_float3()); SOCKET_OUT_CLOSURE(BSDF, "BSDF"); @@ -3666,10 +3651,8 @@ NODE_DEFINE(GeometryNode) { NodeType *type = NodeType::add("geometry", create, NodeType::SHADER); - SOCKET_IN_NORMAL(normal_osl, - "NormalIn", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); SOCKET_OUT_POINT(position, "Position"); SOCKET_OUT_NORMAL(normal, "Normal"); @@ -3817,10 +3800,8 @@ NODE_DEFINE(TextureCoordinateNode) SOCKET_BOOLEAN(use_transform, "Use Transform", false); SOCKET_TRANSFORM(ob_tfm, "Object Transform", transform_identity()); - SOCKET_IN_NORMAL(normal_osl, - "NormalIn", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); SOCKET_OUT_POINT(generated, "Generated"); SOCKET_OUT_NORMAL(normal, "Normal"); @@ -4656,7 +4637,7 @@ NODE_DEFINE(ColorNode) { NodeType *type = NodeType::add("color", create, NodeType::SHADER); - SOCKET_COLOR(value, "Value", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_COLOR(value, "Value", zero_float3()); SOCKET_OUT_COLOR(color, "Color"); return type; @@ -4829,7 +4810,7 @@ NODE_DEFINE(InvertNode) NodeType *type = NodeType::add("invert", create, NodeType::SHADER); SOCKET_IN_FLOAT(fac, "Fac", 1.0f); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_OUT_COLOR(color, "Color"); @@ -4848,7 +4829,7 @@ void InvertNode::constant_fold(const ConstantFolder &folder) if (!fac_in->link) { /* evaluate fully constant node */ if (!color_in->link) { - folder.make_constant(interp(color, make_float3(1.0f, 1.0f, 1.0f) - color, fac)); + folder.make_constant(interp(color, one_float3() - color, fac)); } /* remove no-op node */ else if (fac == 0.0f) { @@ -4904,8 +4885,8 @@ NODE_DEFINE(MixNode) SOCKET_BOOLEAN(use_clamp, "Use Clamp", false); SOCKET_IN_FLOAT(fac, "Fac", 0.5f); - SOCKET_IN_COLOR(color1, "Color1", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_COLOR(color2, "Color2", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color1, "Color1", zero_float3()); + SOCKET_IN_COLOR(color2, "Color2", zero_float3()); SOCKET_OUT_COLOR(color, "Color"); @@ -5099,7 +5080,7 @@ NODE_DEFINE(GammaNode) { NodeType *type = NodeType::add("gamma", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_IN_FLOAT(gamma, "Gamma", 1.0f); SOCKET_OUT_COLOR(color, "Color"); @@ -5153,7 +5134,7 @@ NODE_DEFINE(BrightContrastNode) { NodeType *type = NodeType::add("brightness_contrast", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_IN_FLOAT(bright, "Bright", 0.0f); SOCKET_IN_FLOAT(contrast, "Contrast", 0.0f); @@ -5198,7 +5179,7 @@ NODE_DEFINE(SeparateRGBNode) { NodeType *type = NodeType::add("separate_rgb", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Image", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Image", zero_float3()); SOCKET_OUT_FLOAT(r, "R"); SOCKET_OUT_FLOAT(g, "G"); @@ -5251,7 +5232,7 @@ NODE_DEFINE(SeparateXYZNode) { NodeType *type = NodeType::add("separate_xyz", create, NodeType::SHADER); - SOCKET_IN_COLOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(vector, "Vector", zero_float3()); SOCKET_OUT_FLOAT(x, "X"); SOCKET_OUT_FLOAT(y, "Y"); @@ -5304,7 +5285,7 @@ NODE_DEFINE(SeparateHSVNode) { NodeType *type = NodeType::add("separate_hsv", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_OUT_FLOAT(h, "H"); SOCKET_OUT_FLOAT(s, "S"); @@ -5360,7 +5341,7 @@ NODE_DEFINE(HSVNode) SOCKET_IN_FLOAT(saturation, "Saturation", 1.0f); SOCKET_IN_FLOAT(value, "Value", 1.0f); SOCKET_IN_FLOAT(fac, "Fac", 1.0f); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_OUT_COLOR(color, "Color"); @@ -5525,10 +5506,8 @@ NODE_DEFINE(FresnelNode) { NodeType *type = NodeType::add("fresnel", create, NodeType::SHADER); - SOCKET_IN_NORMAL(normal, - "Normal", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_NORMAL( + normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); SOCKET_IN_FLOAT(IOR, "IOR", 1.45f); SOCKET_OUT_FLOAT(fac, "Fac"); @@ -5564,10 +5543,8 @@ NODE_DEFINE(LayerWeightNode) { NodeType *type = NodeType::add("layer_weight", create, NodeType::SHADER); - SOCKET_IN_NORMAL(normal, - "Normal", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_NORMAL( + normal, "Normal", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); SOCKET_IN_FLOAT(blend, "Blend", 0.5f); SOCKET_OUT_FLOAT(fresnel, "Fresnel"); @@ -5735,8 +5712,8 @@ NODE_DEFINE(OutputNode) SOCKET_IN_CLOSURE(surface, "Surface"); SOCKET_IN_CLOSURE(volume, "Volume"); - SOCKET_IN_VECTOR(displacement, "Displacement", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(displacement, "Displacement", zero_float3()); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3()); return type; } @@ -5928,7 +5905,7 @@ NODE_DEFINE(OutputAOVNode) { NodeType *type = NodeType::add("aov_output", create, NodeType::SHADER); - SOCKET_IN_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(color, "Color", zero_float3()); SOCKET_IN_FLOAT(value, "Value", 0.0f); SOCKET_STRING(name, "AOV Name", ustring("")); @@ -6126,9 +6103,9 @@ NODE_DEFINE(VectorMathNode) type_enum.insert("tangent", NODE_VECTOR_MATH_TANGENT); SOCKET_ENUM(math_type, "Type", type_enum, NODE_VECTOR_MATH_ADD); - SOCKET_IN_VECTOR(vector1, "Vector1", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_VECTOR(vector2, "Vector2", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_VECTOR(vector3, "Vector3", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(vector1, "Vector1", zero_float3()); + SOCKET_IN_VECTOR(vector2, "Vector2", zero_float3()); + SOCKET_IN_VECTOR(vector3, "Vector3", zero_float3()); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); SOCKET_OUT_FLOAT(value, "Value"); @@ -6144,7 +6121,7 @@ VectorMathNode::VectorMathNode() : ShaderNode(node_type) void VectorMathNode::constant_fold(const ConstantFolder &folder) { float value = 0.0f; - float3 vector = make_float3(0.0f, 0.0f, 0.0f); + float3 vector = zero_float3(); if (folder.all_inputs_constant()) { svm_vector_math(&value, &vector, math_type, vector1, vector2, vector3, scale); @@ -6216,9 +6193,9 @@ NODE_DEFINE(VectorRotateNode) SOCKET_BOOLEAN(invert, "Invert", false); - SOCKET_IN_VECTOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_POINT(rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_IN_POINT(center, "Center", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); + SOCKET_IN_POINT(rotation, "Rotation", zero_float3()); + SOCKET_IN_POINT(center, "Center", zero_float3()); SOCKET_IN_VECTOR(axis, "Axis", make_float3(0.0f, 0.0f, 1.0f)); SOCKET_IN_FLOAT(angle, "Angle", 0.0f); SOCKET_OUT_VECTOR(vector, "Vector"); @@ -6276,7 +6253,7 @@ NODE_DEFINE(VectorTransformNode) SOCKET_ENUM(convert_from, "Convert From", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD); SOCKET_ENUM(convert_to, "Convert To", space_enum, NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT); - SOCKET_IN_VECTOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(vector, "Vector", zero_float3()); SOCKET_OUT_VECTOR(vector, "Vector"); return type; @@ -6321,7 +6298,7 @@ NODE_DEFINE(BumpNode) SOCKET_IN_FLOAT(sample_center, "SampleCenter", 0.0f); SOCKET_IN_FLOAT(sample_x, "SampleX", 0.0f); SOCKET_IN_FLOAT(sample_y, "SampleY", 0.0f); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_IN_FLOAT(strength, "Strength", 1.0f); SOCKET_IN_FLOAT(distance, "Distance", 0.1f); @@ -6470,7 +6447,7 @@ NODE_DEFINE(RGBCurvesNode) SOCKET_FLOAT(max_x, "Max X", 1.0f); SOCKET_IN_FLOAT(fac, "Fac", 0.0f); - SOCKET_IN_COLOR(value, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(value, "Color", zero_float3()); SOCKET_OUT_COLOR(value, "Color"); @@ -6507,7 +6484,7 @@ NODE_DEFINE(VectorCurvesNode) SOCKET_FLOAT(max_x, "Max X", 1.0f); SOCKET_IN_FLOAT(fac, "Fac", 0.0f); - SOCKET_IN_VECTOR(value, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(value, "Vector", zero_float3()); SOCKET_OUT_VECTOR(value, "Vector"); @@ -6618,7 +6595,7 @@ NODE_DEFINE(SetNormalNode) { NodeType *type = NodeType::add("set_normal", create, NodeType::SHADER); - SOCKET_IN_VECTOR(direction, "Direction", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_VECTOR(direction, "Direction", zero_float3()); SOCKET_OUT_NORMAL(normal, "Normal"); return type; @@ -6736,10 +6713,8 @@ NODE_DEFINE(NormalMapNode) SOCKET_STRING(attribute, "Attribute", ustring()); - SOCKET_IN_NORMAL(normal_osl, - "NormalIn", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); SOCKET_IN_FLOAT(strength, "Strength", 1.0f); SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 1.0f)); @@ -6835,10 +6810,8 @@ NODE_DEFINE(TangentNode) SOCKET_STRING(attribute, "Attribute", ustring()); - SOCKET_IN_NORMAL(normal_osl, - "NormalIn", - make_float3(0.0f, 0.0f, 0.0f), - SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); + SOCKET_IN_NORMAL( + normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL); SOCKET_OUT_NORMAL(tangent, "Tangent"); return type; @@ -6907,7 +6880,7 @@ NODE_DEFINE(BevelNode) SOCKET_INT(samples, "Samples", 4); SOCKET_IN_FLOAT(radius, "Radius", 0.05f); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_OUT_NORMAL(bevel, "Normal"); @@ -6952,7 +6925,7 @@ NODE_DEFINE(DisplacementNode) SOCKET_IN_FLOAT(height, "Height", 0.0f); SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.5f); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); - SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL); + SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL); SOCKET_OUT_VECTOR(displacement, "Displacement"); @@ -7009,7 +6982,7 @@ NODE_DEFINE(VectorDisplacementNode) SOCKET_ENUM(space, "Space", space_enum, NODE_NORMAL_MAP_TANGENT); SOCKET_STRING(attribute, "Attribute", ustring()); - SOCKET_IN_COLOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_IN_COLOR(vector, "Vector", zero_float3()); SOCKET_IN_FLOAT(midlevel, "Midlevel", 0.0f); SOCKET_IN_FLOAT(scale, "Scale", 1.0f); @@ -7025,7 +6998,7 @@ VectorDisplacementNode::VectorDisplacementNode() : ShaderNode(node_type) void VectorDisplacementNode::constant_fold(const ConstantFolder &folder) { if (folder.all_inputs_constant()) { - if ((vector == make_float3(0.0f, 0.0f, 0.0f) && midlevel == 0.0f) || (scale == 0.0f)) { + if ((vector == zero_float3() && midlevel == 0.0f) || (scale == 0.0f)) { folder.make_zero(); } } diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index e837be9e6fb..ebbfc789329 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -85,13 +85,13 @@ NODE_DEFINE(Object) SOCKET_NODE(geometry, "Geometry", &Geometry::node_base_type); SOCKET_TRANSFORM(tfm, "Transform", transform_identity()); SOCKET_UINT(visibility, "Visibility", ~0); - SOCKET_COLOR(color, "Color", make_float3(0.0f, 0.0f, 0.0f)); + SOCKET_COLOR(color, "Color", zero_float3()); SOCKET_UINT(random_id, "Random ID", 0); SOCKET_INT(pass_id, "Pass ID", 0); SOCKET_BOOLEAN(use_holdout, "Use Holdout", false); SOCKET_BOOLEAN(hide_on_missing_motion, "Hide on Missing Motion", false); - SOCKET_POINT(dupli_generated, "Dupli Generated", make_float3(0.0f, 0.0f, 0.0f)); - SOCKET_POINT2(dupli_uv, "Dupli UV", make_float2(0.0f, 0.0f)); + SOCKET_POINT(dupli_generated, "Dupli Generated", zero_float3()); + SOCKET_POINT2(dupli_uv, "Dupli UV", zero_float2()); SOCKET_TRANSFORM_ARRAY(motion, "Motion", array<Transform>()); SOCKET_FLOAT(shadow_terminator_offset, "Terminator Offset", 0.0f); SOCKET_STRING(asset_name, "Asset Name", ustring()); @@ -270,7 +270,7 @@ int Object::motion_step(float time) const bool Object::is_traceable() const { /* Mesh itself can be empty,can skip all such objects. */ - if (!bounds.valid() || bounds.size() == make_float3(0.0f, 0.0f, 0.0f)) { + if (!bounds.valid() || bounds.size() == zero_float3()) { return false; } /* TODO(sergey): Check for mesh vertices/curves. visibility flags. */ @@ -337,7 +337,7 @@ float Object::compute_volume_step_size() const if (voxel_step_size == 0.0f) { /* Auto detect step size. */ - float3 size = make_float3(1.0f, 1.0f, 1.0f); + float3 size = one_float3(); #ifdef WITH_NANOVDB /* Dimensions were not applied to image transform with NanOVDB (see image_vdb.cpp) */ if (metadata.type != IMAGE_DATA_TYPE_NANOVDB_FLOAT && @@ -397,7 +397,7 @@ static float object_volume_density(const Transform &tfm, Geometry *geom) if (geom->geometry_type == Geometry::VOLUME) { /* Volume density automatically adjust to object scale. */ if (static_cast<Volume *>(geom)->get_object_space()) { - const float3 unit = normalize(make_float3(1.0f, 1.0f, 1.0f)); + const float3 unit = normalize(one_float3()); return 1.0f / len(transform_direction(&tfm, unit)); } } diff --git a/intern/cycles/render/shader.cpp b/intern/cycles/render/shader.cpp index 650587cb694..1b785fe9096 100644 --- a/intern/cycles/render/shader.cpp +++ b/intern/cycles/render/shader.cpp @@ -564,7 +564,7 @@ void ShaderManager::device_update_common(Device *device, flag |= SD_HAS_DISPLACEMENT; /* constant emission check */ - float3 constant_emission = make_float3(0.0f, 0.0f, 0.0f); + float3 constant_emission = zero_float3(); if (shader->is_constant_emission(&constant_emission)) flag |= SD_HAS_CONSTANT_EMISSION; |