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authorAaron Carlisle <carlisle.b3d@gmail.com>2021-12-08 00:24:09 +0300
committerAaron Carlisle <carlisle.b3d@gmail.com>2021-12-08 04:57:25 +0300
commit0d8c479225d754ba376e442d56ffa935956427cf (patch)
treec5965a90735dbe61eaada8c8f8d53ae8d6a72bb4 /source/blender/nodes/shader/nodes/node_shader_sepcomb_xyz.cc
parent1552c92fb1e77f55c44627f46692a627923d9027 (diff)
Shader Nodes: Use camel case for file names
Recommits part of rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_sepcomb_xyz.cc')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_sepcomb_xyz.cc142
1 files changed, 142 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_sepcomb_xyz.cc b/source/blender/nodes/shader/nodes/node_shader_sepcomb_xyz.cc
new file mode 100644
index 00000000000..1bbfa629462
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_sepcomb_xyz.cc
@@ -0,0 +1,142 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ */
+
+/** \file
+ * \ingroup shdnodes
+ */
+
+#include "node_shader_util.h"
+
+namespace blender::nodes {
+
+static void sh_node_sepxyz_declare(NodeDeclarationBuilder &b)
+{
+ b.is_function_node();
+ b.add_input<decl::Vector>(N_("Vector")).min(-10000.0f).max(10000.0f);
+ b.add_output<decl::Float>(N_("X"));
+ b.add_output<decl::Float>(N_("Y"));
+ b.add_output<decl::Float>(N_("Z"));
+};
+
+} // namespace blender::nodes
+
+static int gpu_shader_sepxyz(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "separate_xyz", in, out);
+}
+
+class MF_SeparateXYZ : public blender::fn::MultiFunction {
+ public:
+ MF_SeparateXYZ()
+ {
+ static blender::fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static blender::fn::MFSignature create_signature()
+ {
+ blender::fn::MFSignatureBuilder signature{"Separate XYZ"};
+ signature.single_input<blender::float3>("XYZ");
+ signature.single_output<float>("X");
+ signature.single_output<float>("Y");
+ signature.single_output<float>("Z");
+ return signature.build();
+ }
+
+ void call(blender::IndexMask mask,
+ blender::fn::MFParams params,
+ blender::fn::MFContext UNUSED(context)) const override
+ {
+ const blender::VArray<blender::float3> &vectors =
+ params.readonly_single_input<blender::float3>(0, "XYZ");
+ blender::MutableSpan<float> xs = params.uninitialized_single_output<float>(1, "X");
+ blender::MutableSpan<float> ys = params.uninitialized_single_output<float>(2, "Y");
+ blender::MutableSpan<float> zs = params.uninitialized_single_output<float>(3, "Z");
+
+ for (int64_t i : mask) {
+ blender::float3 xyz = vectors[i];
+ xs[i] = xyz.x;
+ ys[i] = xyz.y;
+ zs[i] = xyz.z;
+ }
+ }
+};
+
+static void sh_node_sepxyz_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ static MF_SeparateXYZ separate_fn;
+ builder.set_matching_fn(separate_fn);
+}
+
+void register_node_type_sh_sepxyz(void)
+{
+ static bNodeType ntype;
+
+ sh_fn_node_type_base(&ntype, SH_NODE_SEPXYZ, "Separate XYZ", NODE_CLASS_CONVERTER, 0);
+ ntype.declare = blender::nodes::sh_node_sepxyz_declare;
+ node_type_gpu(&ntype, gpu_shader_sepxyz);
+ ntype.build_multi_function = sh_node_sepxyz_build_multi_function;
+
+ nodeRegisterType(&ntype);
+}
+
+namespace blender::nodes {
+
+static void sh_node_combxyz_declare(NodeDeclarationBuilder &b)
+{
+ b.is_function_node();
+ b.add_input<decl::Float>(N_("X")).min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Float>(N_("Y")).min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Float>(N_("Z")).min(-10000.0f).max(10000.0f);
+ b.add_output<decl::Vector>(N_("Vector"));
+};
+
+} // namespace blender::nodes
+
+static int gpu_shader_combxyz(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ return GPU_stack_link(mat, node, "combine_xyz", in, out);
+}
+
+static void sh_node_combxyz_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ static blender::fn::CustomMF_SI_SI_SI_SO<float, float, float, blender::float3> fn{
+ "Combine Vector", [](float x, float y, float z) { return blender::float3(x, y, z); }};
+ builder.set_matching_fn(fn);
+}
+
+void register_node_type_sh_combxyz(void)
+{
+ static bNodeType ntype;
+
+ sh_fn_node_type_base(&ntype, SH_NODE_COMBXYZ, "Combine XYZ", NODE_CLASS_CONVERTER, 0);
+ ntype.declare = blender::nodes::sh_node_combxyz_declare;
+ node_type_gpu(&ntype, gpu_shader_combxyz);
+ ntype.build_multi_function = sh_node_combxyz_build_multi_function;
+
+ nodeRegisterType(&ntype);
+}