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authorAaron Carlisle <carlisle.b3d@gmail.com>2021-12-30 06:37:57 +0300
committerAaron Carlisle <carlisle.b3d@gmail.com>2021-12-30 20:42:12 +0300
commitee2b72fd29f7eddc4d18c7fd4dc02077a24d9961 (patch)
treec89122be172fcbe9430f422800c6ca41192b6b90 /source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
parente0d1e66732156e01797dc2f1b7ce9fb507834903 (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.cc159
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);
+}