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author | Aaron Carlisle <carlisle.b3d@gmail.com> | 2021-12-30 06:37:57 +0300 |
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committer | Aaron Carlisle <carlisle.b3d@gmail.com> | 2021-12-30 20:42:12 +0300 |
commit | ee2b72fd29f7eddc4d18c7fd4dc02077a24d9961 (patch) | |
tree | c89122be172fcbe9430f422800c6ca41192b6b90 /source/blender/nodes/shader/nodes/node_shader_vector_transform.cc | |
parent | e0d1e66732156e01797dc2f1b7ce9fb507834903 (diff) |
Nodes: Convert several shader nodes to c++
Also add file namespace
This is needed to use new node APIs
Differential Revision: https://developer.blender.org/D13690
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_transform.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_transform.cc | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc new file mode 100644 index 00000000000..fc6a05d93b6 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_vector_transform.cc @@ -0,0 +1,159 @@ +/* + * 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) 2013 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup shdnodes + */ + +#include "../node_shader_util.h" + +namespace blender::nodes::node_shader_vector_transform_cc { + +/* **************** Vector Transform ******************** */ +static bNodeSocketTemplate sh_node_vect_transform_in[] = { + {SOCK_VECTOR, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, {-1, ""}}; + +static bNodeSocketTemplate sh_node_vect_transform_out[] = { + {SOCK_VECTOR, N_("Vector")}, + {-1, ""}, +}; + +static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *node) +{ + NodeShaderVectTransform *vect = MEM_cnew<NodeShaderVectTransform>("NodeShaderVectTransform"); + + /* Convert World into Object Space per default */ + vect->convert_to = 1; + + node->storage = vect; +} + +static void node_shader_exec_vect_transform(void *UNUSED(data), + int UNUSED(thread), + bNode *UNUSED(node), + bNodeExecData *UNUSED(execdata), + bNodeStack **UNUSED(in), + bNodeStack **UNUSED(out)) +{ +} + +static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to) +{ + switch (from) { + case SHD_VECT_TRANSFORM_SPACE_OBJECT: + switch (to) { + case SHD_VECT_TRANSFORM_SPACE_OBJECT: + return nullptr; + case SHD_VECT_TRANSFORM_SPACE_WORLD: + return GPU_builtin(GPU_OBJECT_MATRIX); + case SHD_VECT_TRANSFORM_SPACE_CAMERA: + return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX); + } + break; + case SHD_VECT_TRANSFORM_SPACE_WORLD: + switch (to) { + case SHD_VECT_TRANSFORM_SPACE_WORLD: + return nullptr; + case SHD_VECT_TRANSFORM_SPACE_CAMERA: + return GPU_builtin(GPU_VIEW_MATRIX); + case SHD_VECT_TRANSFORM_SPACE_OBJECT: + return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX); + } + break; + case SHD_VECT_TRANSFORM_SPACE_CAMERA: + switch (to) { + case SHD_VECT_TRANSFORM_SPACE_CAMERA: + return nullptr; + case SHD_VECT_TRANSFORM_SPACE_WORLD: + return GPU_builtin(GPU_INVERSE_VIEW_MATRIX); + case SHD_VECT_TRANSFORM_SPACE_OBJECT: + return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX); + } + break; + } + return nullptr; +} +static int gpu_shader_vect_transform(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + struct GPUNodeLink *inputlink; + struct GPUNodeLink *fromto; + + const char *vtransform = "direction_transform_m4v3"; + const char *ptransform = "point_transform_m4v3"; + const char *func_name = 0; + + NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage; + + if (in[0].hasinput) { + inputlink = in[0].link; + } + else { + inputlink = GPU_constant(in[0].vec); + } + + fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to); + + func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform; + if (fromto) { + /* For cycles we have inverted Z */ + /* TODO: pass here the correct matrices */ + if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA && + nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) { + GPU_link(mat, "invert_z", inputlink, &inputlink); + } + GPU_link(mat, func_name, inputlink, fromto, &out[0].link); + if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA && + nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) { + GPU_link(mat, "invert_z", out[0].link, &out[0].link); + } + } + else { + GPU_link(mat, "set_rgb", inputlink, &out[0].link); + } + + if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL) { + GPU_link(mat, "vector_normalize", out[0].link, &out[0].link); + } + + return true; +} + +} // namespace blender::nodes::node_shader_vector_transform_cc + +void register_node_type_sh_vect_transform() +{ + namespace file_ns = blender::nodes::node_shader_vector_transform_cc; + + static bNodeType ntype; + + sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_OP_VECTOR, 0); + node_type_init(&ntype, file_ns::node_shader_init_vect_transform); + node_type_socket_templates( + &ntype, file_ns::sh_node_vect_transform_in, file_ns::sh_node_vect_transform_out); + node_type_storage( + &ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage); + node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_vect_transform); + node_type_gpu(&ntype, file_ns::gpu_shader_vect_transform); + + nodeRegisterType(&ntype); +} |