diff options
author | Jacques Lucke <jacques@blender.org> | 2020-07-11 17:24:53 +0300 |
---|---|---|
committer | Jacques Lucke <jacques@blender.org> | 2020-07-11 17:24:53 +0300 |
commit | 16d4373158a96d44fb105463f78e53566d0c784e (patch) | |
tree | 62c9f49fea3fb4587bd72af6cb4a18b0d50afc13 /source/blender/nodes/shader | |
parent | 415d3ee05bfa51d7a71fa8417682e38186915776 (diff) |
Nodes: move Math, Vector Math and Value shader nodes to c++ files
This required a little bit of refactoring, because we were using c-only
syntax for the gpu shader names. All tests are still passing.
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_math.c | 115 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_math.cc | 160 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_value.cc (renamed from source/blender/nodes/shader/nodes/node_shader_value.c) | 0 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_math.cc (renamed from source/blender/nodes/shader/nodes/node_shader_vector_math.c) | 98 |
4 files changed, 224 insertions, 149 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_math.c b/source/blender/nodes/shader/nodes/node_shader_math.c deleted file mode 100644 index 8abebbf5081..00000000000 --- a/source/blender/nodes/shader/nodes/node_shader_math.c +++ /dev/null @@ -1,115 +0,0 @@ -/* - * 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) 2005 Blender Foundation. - * All rights reserved. - */ - -/** \file - * \ingroup shdnodes - */ - -#include "node_shader_util.h" - -/* **************** SCALAR MATH ******************** */ -static bNodeSocketTemplate sh_node_math_in[] = { - {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, - {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, - {SOCK_FLOAT, N_("Value"), 0.0f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, - {-1, ""}}; - -static bNodeSocketTemplate sh_node_math_out[] = {{SOCK_FLOAT, N_("Value")}, {-1, ""}}; - -static int gpu_shader_math(GPUMaterial *mat, - bNode *node, - bNodeExecData *UNUSED(execdata), - GPUNodeStack *in, - GPUNodeStack *out) -{ - static const char *names[] = { - [NODE_MATH_ADD] = "math_add", - [NODE_MATH_SUBTRACT] = "math_subtract", - [NODE_MATH_MULTIPLY] = "math_multiply", - [NODE_MATH_DIVIDE] = "math_divide", - [NODE_MATH_MULTIPLY_ADD] = "math_multiply_add", - - [NODE_MATH_POWER] = "math_power", - [NODE_MATH_LOGARITHM] = "math_logarithm", - [NODE_MATH_EXPONENT] = "math_exponent", - [NODE_MATH_SQRT] = "math_sqrt", - [NODE_MATH_INV_SQRT] = "math_inversesqrt", - [NODE_MATH_ABSOLUTE] = "math_absolute", - [NODE_MATH_RADIANS] = "math_radians", - [NODE_MATH_DEGREES] = "math_degrees", - - [NODE_MATH_MINIMUM] = "math_minimum", - [NODE_MATH_MAXIMUM] = "math_maximum", - [NODE_MATH_LESS_THAN] = "math_less_than", - [NODE_MATH_GREATER_THAN] = "math_greater_than", - [NODE_MATH_SIGN] = "math_sign", - [NODE_MATH_COMPARE] = "math_compare", - [NODE_MATH_SMOOTH_MIN] = "math_smoothmin", - [NODE_MATH_SMOOTH_MAX] = "math_smoothmax", - - [NODE_MATH_ROUND] = "math_round", - [NODE_MATH_FLOOR] = "math_floor", - [NODE_MATH_CEIL] = "math_ceil", - [NODE_MATH_FRACTION] = "math_fraction", - [NODE_MATH_MODULO] = "math_modulo", - [NODE_MATH_TRUNC] = "math_trunc", - [NODE_MATH_SNAP] = "math_snap", - [NODE_MATH_WRAP] = "math_wrap", - [NODE_MATH_PINGPONG] = "math_pingpong", - - [NODE_MATH_SINE] = "math_sine", - [NODE_MATH_COSINE] = "math_cosine", - [NODE_MATH_TANGENT] = "math_tangent", - [NODE_MATH_SINH] = "math_sinh", - [NODE_MATH_COSH] = "math_cosh", - [NODE_MATH_TANH] = "math_tanh", - [NODE_MATH_ARCSINE] = "math_arcsine", - [NODE_MATH_ARCCOSINE] = "math_arccosine", - [NODE_MATH_ARCTANGENT] = "math_arctangent", - [NODE_MATH_ARCTAN2] = "math_arctan2", - }; - - if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) { - int ret = GPU_stack_link(mat, node, names[node->custom1], in, out); - - if (ret && node->custom2 & SHD_MATH_CLAMP) { - float min[3] = {0.0f, 0.0f, 0.0f}; - float max[3] = {1.0f, 1.0f, 1.0f}; - GPU_link( - mat, "clamp_value", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link); - } - return ret; - } - else { - return 0; - } -} - -void register_node_type_sh_math(void) -{ - static bNodeType ntype; - - sh_fn_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0); - node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out); - node_type_label(&ntype, node_math_label); - node_type_gpu(&ntype, gpu_shader_math); - node_type_update(&ntype, node_math_update); - - nodeRegisterType(&ntype); -} diff --git a/source/blender/nodes/shader/nodes/node_shader_math.cc b/source/blender/nodes/shader/nodes/node_shader_math.cc new file mode 100644 index 00000000000..6de812bf52a --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_math.cc @@ -0,0 +1,160 @@ +/* + * 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) 2005 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup shdnodes + */ + +#include "node_shader_util.h" + +/* **************** SCALAR MATH ******************** */ +static bNodeSocketTemplate sh_node_math_in[] = { + {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {SOCK_FLOAT, N_("Value"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {SOCK_FLOAT, N_("Value"), 0.0f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {-1, ""}}; + +static bNodeSocketTemplate sh_node_math_out[] = {{SOCK_FLOAT, N_("Value")}, {-1, ""}}; + +static const char *gpu_shader_get_name(int mode) +{ + switch (mode) { + case NODE_MATH_ADD: + return "math_add"; + case NODE_MATH_SUBTRACT: + return "math_subtract"; + case NODE_MATH_MULTIPLY: + return "math_multiply"; + case NODE_MATH_DIVIDE: + return "math_divide"; + case NODE_MATH_MULTIPLY_ADD: + return "math_multiply_add"; + + case NODE_MATH_POWER: + return "math_power"; + case NODE_MATH_LOGARITHM: + return "math_logarithm"; + case NODE_MATH_EXPONENT: + return "math_exponent"; + case NODE_MATH_SQRT: + return "math_sqrt"; + case NODE_MATH_INV_SQRT: + return "math_inversesqrt"; + case NODE_MATH_ABSOLUTE: + return "math_absolute"; + case NODE_MATH_RADIANS: + return "math_radians"; + case NODE_MATH_DEGREES: + return "math_degrees"; + + case NODE_MATH_MINIMUM: + return "math_minimum"; + case NODE_MATH_MAXIMUM: + return "math_maximum"; + case NODE_MATH_LESS_THAN: + return "math_less_than"; + case NODE_MATH_GREATER_THAN: + return "math_greater_than"; + case NODE_MATH_SIGN: + return "math_sign"; + case NODE_MATH_COMPARE: + return "math_compare"; + case NODE_MATH_SMOOTH_MIN: + return "math_smoothmin"; + case NODE_MATH_SMOOTH_MAX: + return "math_smoothmax"; + + case NODE_MATH_ROUND: + return "math_round"; + case NODE_MATH_FLOOR: + return "math_floor"; + case NODE_MATH_CEIL: + return "math_ceil"; + case NODE_MATH_FRACTION: + return "math_fraction"; + case NODE_MATH_MODULO: + return "math_modulo"; + case NODE_MATH_TRUNC: + return "math_trunc"; + case NODE_MATH_SNAP: + return "math_snap"; + case NODE_MATH_WRAP: + return "math_wrap"; + case NODE_MATH_PINGPONG: + return "math_pingpong"; + + case NODE_MATH_SINE: + return "math_sine"; + case NODE_MATH_COSINE: + return "math_cosine"; + case NODE_MATH_TANGENT: + return "math_tangent"; + case NODE_MATH_SINH: + return "math_sinh"; + case NODE_MATH_COSH: + return "math_cosh"; + case NODE_MATH_TANH: + return "math_tanh"; + case NODE_MATH_ARCSINE: + return "math_arcsine"; + case NODE_MATH_ARCCOSINE: + return "math_arccosine"; + case NODE_MATH_ARCTANGENT: + return "math_arctangent"; + case NODE_MATH_ARCTAN2: + return "math_arctan2"; + } + return nullptr; +} + +static int gpu_shader_math(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + const char *name = gpu_shader_get_name(node->custom1); + if (name != nullptr) { + int ret = GPU_stack_link(mat, node, name, in, out); + + if (ret && node->custom2 & SHD_MATH_CLAMP) { + float min[3] = {0.0f, 0.0f, 0.0f}; + float max[3] = {1.0f, 1.0f, 1.0f}; + GPU_link( + mat, "clamp_value", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link); + } + return ret; + } + else { + return 0; + } +} + +void register_node_type_sh_math(void) +{ + static bNodeType ntype; + + sh_fn_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTOR, 0); + node_type_socket_templates(&ntype, sh_node_math_in, sh_node_math_out); + node_type_label(&ntype, node_math_label); + node_type_gpu(&ntype, gpu_shader_math); + node_type_update(&ntype, node_math_update); + + nodeRegisterType(&ntype); +} diff --git a/source/blender/nodes/shader/nodes/node_shader_value.c b/source/blender/nodes/shader/nodes/node_shader_value.cc index c32e9e1d581..c32e9e1d581 100644 --- a/source/blender/nodes/shader/nodes/node_shader_value.c +++ b/source/blender/nodes/shader/nodes/node_shader_value.cc diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_math.c b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc index b719fe03d9b..96cf64b7ea9 100644 --- a/source/blender/nodes/shader/nodes/node_shader_vector_math.c +++ b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc @@ -34,44 +34,74 @@ static bNodeSocketTemplate sh_node_vector_math_in[] = { static bNodeSocketTemplate sh_node_vector_math_out[] = { {SOCK_VECTOR, N_("Vector")}, {SOCK_FLOAT, N_("Value")}, {-1, ""}}; +static const char *gpu_shader_get_name(int mode) +{ + switch (mode) { + case NODE_VECTOR_MATH_ADD: + return "vector_math_add"; + case NODE_VECTOR_MATH_SUBTRACT: + return "vector_math_subtract"; + case NODE_VECTOR_MATH_MULTIPLY: + return "vector_math_multiply"; + case NODE_VECTOR_MATH_DIVIDE: + return "vector_math_divide"; + + case NODE_VECTOR_MATH_CROSS_PRODUCT: + return "vector_math_cross"; + case NODE_VECTOR_MATH_PROJECT: + return "vector_math_project"; + case NODE_VECTOR_MATH_REFLECT: + return "vector_math_reflect"; + case NODE_VECTOR_MATH_DOT_PRODUCT: + return "vector_math_dot"; + + case NODE_VECTOR_MATH_DISTANCE: + return "vector_math_distance"; + case NODE_VECTOR_MATH_LENGTH: + return "vector_math_length"; + case NODE_VECTOR_MATH_SCALE: + return "vector_math_scale"; + case NODE_VECTOR_MATH_NORMALIZE: + return "vector_math_normalize"; + + case NODE_VECTOR_MATH_SNAP: + return "vector_math_snap"; + case NODE_VECTOR_MATH_FLOOR: + return "vector_math_floor"; + case NODE_VECTOR_MATH_CEIL: + return "vector_math_ceil"; + case NODE_VECTOR_MATH_MODULO: + return "vector_math_modulo"; + case NODE_VECTOR_MATH_FRACTION: + return "vector_math_fraction"; + case NODE_VECTOR_MATH_ABSOLUTE: + return "vector_math_absolute"; + case NODE_VECTOR_MATH_MINIMUM: + return "vector_math_minimum"; + case NODE_VECTOR_MATH_MAXIMUM: + return "vector_math_maximum"; + case NODE_VECTOR_MATH_WRAP: + return "vector_math_wrap"; + case NODE_VECTOR_MATH_SINE: + return "vector_math_sine"; + case NODE_VECTOR_MATH_COSINE: + return "vector_math_cosine"; + case NODE_VECTOR_MATH_TANGENT: + return "vector_math_tangent"; + } + + return nullptr; +} + static int gpu_shader_vector_math(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { - static const char *names[] = { - [NODE_VECTOR_MATH_ADD] = "vector_math_add", - [NODE_VECTOR_MATH_SUBTRACT] = "vector_math_subtract", - [NODE_VECTOR_MATH_MULTIPLY] = "vector_math_multiply", - [NODE_VECTOR_MATH_DIVIDE] = "vector_math_divide", - - [NODE_VECTOR_MATH_CROSS_PRODUCT] = "vector_math_cross", - [NODE_VECTOR_MATH_PROJECT] = "vector_math_project", - [NODE_VECTOR_MATH_REFLECT] = "vector_math_reflect", - [NODE_VECTOR_MATH_DOT_PRODUCT] = "vector_math_dot", - - [NODE_VECTOR_MATH_DISTANCE] = "vector_math_distance", - [NODE_VECTOR_MATH_LENGTH] = "vector_math_length", - [NODE_VECTOR_MATH_SCALE] = "vector_math_scale", - [NODE_VECTOR_MATH_NORMALIZE] = "vector_math_normalize", - - [NODE_VECTOR_MATH_SNAP] = "vector_math_snap", - [NODE_VECTOR_MATH_FLOOR] = "vector_math_floor", - [NODE_VECTOR_MATH_CEIL] = "vector_math_ceil", - [NODE_VECTOR_MATH_MODULO] = "vector_math_modulo", - [NODE_VECTOR_MATH_FRACTION] = "vector_math_fraction", - [NODE_VECTOR_MATH_ABSOLUTE] = "vector_math_absolute", - [NODE_VECTOR_MATH_MINIMUM] = "vector_math_minimum", - [NODE_VECTOR_MATH_MAXIMUM] = "vector_math_maximum", - [NODE_VECTOR_MATH_WRAP] = "vector_math_wrap", - [NODE_VECTOR_MATH_SINE] = "vector_math_sine", - [NODE_VECTOR_MATH_COSINE] = "vector_math_cosine", - [NODE_VECTOR_MATH_TANGENT] = "vector_math_tangent", - }; - - if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) { - return GPU_stack_link(mat, node, names[node->custom1], in, out); + const char *name = gpu_shader_get_name(node->custom1); + if (name != nullptr) { + return GPU_stack_link(mat, node, name, in, out); } else { return 0; @@ -80,8 +110,8 @@ static int gpu_shader_vector_math(GPUMaterial *mat, static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node) { - bNodeSocket *sockB = BLI_findlink(&node->inputs, 1); - bNodeSocket *sockC = BLI_findlink(&node->inputs, 2); + bNodeSocket *sockB = (bNodeSocket *)BLI_findlink(&node->inputs, 1); + bNodeSocket *sockC = (bNodeSocket *)BLI_findlink(&node->inputs, 2); bNodeSocket *sockScale = nodeFindSocket(node, SOCK_IN, "Scale"); bNodeSocket *sockVector = nodeFindSocket(node, SOCK_OUT, "Vector"); |