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authorCharlie Jolly <charlie>2020-02-17 18:15:46 +0300
committerCharlie Jolly <mistajolly@gmail.com>2020-02-17 18:43:18 +0300
commit20a4cdfd700d3722fdcaa3b3952ccea1b0e6ee47 (patch)
tree16eee69e8e1d3bdfb902e05df15b055f7141fd4d /source/blender/gpu/shaders
parentab3a6e050c856345d10f8e36155913288559e4dc (diff)
Cycles: Vector Rotate Node using Axis and Angle method
This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods. Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D3789
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl82
1 files changed, 82 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
new file mode 100644
index 00000000000..7d707706a03
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
@@ -0,0 +1,82 @@
+vec3 rotate_around_axis(vec3 p, vec3 axis, float angle)
+{
+ float costheta = cos(angle);
+ float sintheta = sin(angle);
+ vec3 r;
+
+ r.x = ((costheta + (1.0 - costheta) * axis.x * axis.x) * p.x) +
+ (((1.0 - costheta) * axis.x * axis.y - axis.z * sintheta) * p.y) +
+ (((1.0 - costheta) * axis.x * axis.z + axis.y * sintheta) * p.z);
+
+ r.y = (((1.0 - costheta) * axis.x * axis.y + axis.z * sintheta) * p.x) +
+ ((costheta + (1.0 - costheta) * axis.y * axis.y) * p.y) +
+ (((1.0 - costheta) * axis.y * axis.z - axis.x * sintheta) * p.z);
+
+ r.z = (((1.0 - costheta) * axis.x * axis.z - axis.y * sintheta) * p.x) +
+ (((1.0 - costheta) * axis.y * axis.z + axis.x * sintheta) * p.y) +
+ ((costheta + (1.0 - costheta) * axis.z * axis.z) * p.z);
+
+ return r;
+}
+
+void node_vector_rotate_axis_angle(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = (length(axis) != 0.0) ?
+ rotate_around_axis(vector_in - center, normalize(axis), angle) + center :
+ vector_in;
+}
+
+void node_vector_rotate_axis_x(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = rotate_around_axis(vector_in - center, vec3(1.0, 0.0, 0.0), angle) + center;
+}
+
+void node_vector_rotate_axis_y(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = rotate_around_axis(vector_in - center, vec3(0.0, 1.0, 0.0), angle) + center;
+}
+
+void node_vector_rotate_axis_z(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = rotate_around_axis(vector_in - center, vec3(0.0, 0.0, 1.0), angle) + center;
+}
+
+void node_vector_rotate_euler_xyz(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = euler_to_mat3(rotation) * (vector_in - center) + center;
+}
+
+void node_vector_rotate_euler_xzy(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = euler_to_mat3(-rotation.xzy) * (vector_in - center) + center;
+}
+
+void node_vector_rotate_euler_yxz(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = euler_to_mat3(-rotation.yxz) * (vector_in - center) + center;
+}
+
+void node_vector_rotate_euler_yzx(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = euler_to_mat3(rotation.yzx) * (vector_in - center) + center;
+}
+
+void node_vector_rotate_euler_zxy(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = euler_to_mat3(rotation.zxy) * (vector_in - center) + center;
+}
+
+void node_vector_rotate_euler_zyx(
+ vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
+{
+ vec = euler_to_mat3(-rotation.zyx) * (vector_in - center) + center;
+}