diff options
author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-09-05 00:17:13 +0300 |
---|---|---|
committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-09-05 00:17:13 +0300 |
commit | baaa89a0bc54a659f9ddbc34cce21d6920c0f6a6 (patch) | |
tree | f5337407abc1e1e832612cc7643d508ed021eb37 /source/blender/gpu | |
parent | f098f6df767aa62ffe0a7db6635ead058770d92f (diff) |
Shading: Rewrite Mapping node with dynamic inputs.
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.
Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.
Reviewers: brecht, JacquesLucke
Diffstat (limited to 'source/blender/gpu')
3 files changed, 46 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h index 99a71094753..9c0cf3e6bea 100644 --- a/source/blender/gpu/intern/gpu_material_library.h +++ b/source/blender/gpu/intern/gpu_material_library.h @@ -318,7 +318,7 @@ static GPUMaterialLibrary gpu_shader_material_light_path_library = { static GPUMaterialLibrary gpu_shader_material_mapping_library = { .code = datatoc_gpu_shader_material_mapping_glsl, - .dependencies = {NULL}, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; static GPUMaterialLibrary gpu_shader_material_map_range_library = { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl index ef47ac2be98..07f152439fe 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl @@ -1,7 +1,27 @@ -void mapping( +void mapping_mat4( vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec) { mat4 mat = mat4(m0, m1, m2, m3); outvec = (mat * vec4(vec, 1.0)).xyz; outvec = clamp(outvec, minvec, maxvec); } + +void mapping_point(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result) +{ + result = (euler_to_mat3(rotation) * (vector * scale)) + location; +} + +void mapping_texture(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result) +{ + result = safe_divide(transpose(euler_to_mat3(rotation)) * (vector - location), scale); +} + +void mapping_vector(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result) +{ + result = euler_to_mat3(rotation) * (vector * scale); +} + +void mapping_normal(vec3 vector, vec3 location, vec3 rotation, vec3 scale, out vec3 result) +{ + result = normalize(euler_to_mat3(rotation) * safe_divide(vector, scale)); +} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl index 0be7da0cc4c..fd9aaf4ae86 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl @@ -85,6 +85,30 @@ void vector_normalize(vec3 normal, out vec3 outnormal) /* Matirx Math */ +mat3 euler_to_mat3(vec3 euler) +{ + float cx = cos(euler.x); + float cy = cos(euler.y); + float cz = cos(euler.z); + float sx = sin(euler.x); + float sy = sin(euler.y); + float sz = sin(euler.z); + + mat3 mat; + mat[0][0] = cy * cz; + mat[0][1] = cy * sz; + mat[0][2] = -sy; + + mat[1][0] = sy * sx * cz - cx * sz; + mat[1][1] = sy * sx * sz + cx * cz; + mat[1][2] = cy * sx; + + mat[2][0] = sy * cx * cz + sx * sz; + mat[2][1] = sy * cx * sz - sx * cz; + mat[2][2] = cy * cx; + return mat; +} + void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) { vout = (mat * vec4(vin, 0.0)).xyz; |