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authorOmarSquircleArt <omar.squircleart@gmail.com>2019-09-05 00:17:13 +0300
committerOmarSquircleArt <omar.squircleart@gmail.com>2019-09-05 00:17:13 +0300
commitbaaa89a0bc54a659f9ddbc34cce21d6920c0f6a6 (patch)
treef5337407abc1e1e832612cc7643d508ed021eb37 /source/blender/nodes
parentf098f6df767aa62ffe0a7db6635ead058770d92f (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/nodes')
-rw-r--r--source/blender/nodes/shader/node_shader_util.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mapping.c102
2 files changed, 20 insertions, 84 deletions
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 65676a5ea91..a2b18b61480 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -280,7 +280,7 @@ void node_shader_gpu_tex_mapping(GPUMaterial *mat,
tmat2 = GPU_uniform((float *)texmap->mat[2]);
tmat3 = GPU_uniform((float *)texmap->mat[3]);
- GPU_link(mat, "mapping", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
+ GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
if (texmap->type == TEXMAP_TYPE_NORMAL) {
GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.c b/source/blender/nodes/shader/nodes/node_shader_mapping.c
index e58a5d72f28..d607fcdc7a1 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mapping.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mapping.c
@@ -25,7 +25,10 @@
/* **************** MAPPING ******************** */
static bNodeSocketTemplate sh_node_mapping_in[] = {
- {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE},
+ {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE},
+ {SOCK_VECTOR, 1, N_("Location"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_TRANSLATION},
+ {SOCK_VECTOR, 1, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER},
+ {SOCK_VECTOR, 1, N_("Scale"), 1.0f, 1.0f, 1.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_XYZ},
{-1, 0, ""},
};
@@ -34,91 +37,27 @@ static bNodeSocketTemplate sh_node_mapping_out[] = {
{-1, 0, ""},
};
-static void *node_shader_initexec_mapping(bNodeExecContext *UNUSED(context),
- bNode *node,
- bNodeInstanceKey UNUSED(key))
-{
- TexMapping *texmap = node->storage;
- BKE_texture_mapping_init(texmap);
- return NULL;
-}
-
-/* do the regular mapping options for blender textures */
-static void node_shader_exec_mapping(void *UNUSED(data),
- int UNUSED(thread),
- bNode *node,
- bNodeExecData *UNUSED(execdata),
- bNodeStack **in,
- bNodeStack **out)
-{
- TexMapping *texmap = node->storage;
- float *vec = out[0]->vec;
-
- /* stack order input: vector */
- /* stack order output: vector */
- nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
- mul_m4_v3(texmap->mat, vec);
-
- if (texmap->flag & TEXMAP_CLIP_MIN) {
- if (vec[0] < texmap->min[0]) {
- vec[0] = texmap->min[0];
- }
- if (vec[1] < texmap->min[1]) {
- vec[1] = texmap->min[1];
- }
- if (vec[2] < texmap->min[2]) {
- vec[2] = texmap->min[2];
- }
- }
- if (texmap->flag & TEXMAP_CLIP_MAX) {
- if (vec[0] > texmap->max[0]) {
- vec[0] = texmap->max[0];
- }
- if (vec[1] > texmap->max[1]) {
- vec[1] = texmap->max[1];
- }
- if (vec[2] > texmap->max[2]) {
- vec[2] = texmap->max[2];
- }
- }
-
- if (texmap->type == TEXMAP_TYPE_NORMAL) {
- normalize_v3(vec);
- }
-}
-
-static void node_shader_init_mapping(bNodeTree *UNUSED(ntree), bNode *node)
-{
- node->storage = BKE_texture_mapping_add(TEXMAP_TYPE_POINT);
-}
-
static int gpu_shader_mapping(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
- TexMapping *texmap = node->storage;
- float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
- float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
- static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
- static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
- GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
-
- tmin = GPU_uniform((domin) ? texmap->min : min);
- tmax = GPU_uniform((domax) ? texmap->max : max);
- tmat0 = GPU_uniform((float *)texmap->mat[0]);
- tmat1 = GPU_uniform((float *)texmap->mat[1]);
- tmat2 = GPU_uniform((float *)texmap->mat[2]);
- tmat3 = GPU_uniform((float *)texmap->mat[3]);
-
- GPU_stack_link(mat, node, "mapping", in, out, tmat0, tmat1, tmat2, tmat3, tmin, tmax);
-
- if (texmap->type == TEXMAP_TYPE_NORMAL) {
- GPU_link(mat, "vector_normalize", out[0].link, &out[0].link);
- }
+ static const char *names[] = {
+ [NODE_MAPPING_TYPE_POINT] = "mapping_point",
+ [NODE_MAPPING_TYPE_TEXTURE] = "mapping_texture",
+ [NODE_MAPPING_TYPE_VECTOR] = "mapping_vector",
+ [NODE_MAPPING_TYPE_NORMAL] = "mapping_normal",
+ };
+
+ return GPU_stack_link(mat, node, names[node->custom1], in, out);
+}
- return true;
+static void node_shader_update_mapping(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sock = nodeFindSocket(node, SOCK_IN, "Location");
+ nodeSetSocketAvailability(
+ sock, ELEM(node->custom1, NODE_MAPPING_TYPE_POINT, NODE_MAPPING_TYPE_TEXTURE));
}
void register_node_type_sh_mapping(void)
@@ -127,11 +66,8 @@ void register_node_type_sh_mapping(void)
sh_node_type_base(&ntype, SH_NODE_MAPPING, "Mapping", NODE_CLASS_OP_VECTOR, 0);
node_type_socket_templates(&ntype, sh_node_mapping_in, sh_node_mapping_out);
- node_type_size(&ntype, 320, 160, 360);
- node_type_init(&ntype, node_shader_init_mapping);
- node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage);
- node_type_exec(&ntype, node_shader_initexec_mapping, NULL, node_shader_exec_mapping);
node_type_gpu(&ntype, gpu_shader_mapping);
+ node_type_update(&ntype, node_shader_update_mapping);
nodeRegisterType(&ntype);
}