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authorAlexander Romanov <a.romanov@blend4web.com>2016-01-23 15:27:36 +0300
committerAlexander Romanov <a.romanov@blend4web.com>2016-01-23 15:39:31 +0300
commita6aaaad9795e80af05e8281030107c32c6a1366b (patch)
tree187e682a49789f2ccfa459d905e4cee741b884d4 /source/blender/nodes
parente9452f909cdba368f54637cd0b15ff14d1c60cf3 (diff)
Vector Transform node support for GLSL mode and the internal renderer
The Vector Transform node is a useful node which is present in the Cycles renderer. {F144283} This patch implements the Vector Transform node for GLSL mode and the internal renderer. Example: {F273060} Alexander (Blend4Web Team) Reviewers: brecht, campbellbarton, sergey Reviewed By: campbellbarton, sergey Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov Projects: #bf_blender:_next Differential Revision: https://developer.blender.org/D909
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectTransform.c133
1 files changed, 132 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
index 4cab9d3ca97..5b6d213703a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
@@ -52,15 +52,146 @@ static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *nod
node->storage = vect;
}
+static const float (* const get_matrix_from_to(ShaderCallData *scd, short from, short to))[4]
+{
+ switch (from) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB);
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW);
+ }
+ break;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return RE_render_current_get_matrix(RE_VIEW_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OBINV);
+ }
+ break;
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return NULL;
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return RE_render_current_get_matrix(RE_VIEWINV_MATRIX);
+ case SHD_VECT_TRANSFORM_SPACE_OBJECT:
+ return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV);
+ }
+ break;
+ }
+ return NULL;
+}
+
+static void node_shader_exec_vect_transform(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
+{
+ float vec[4];
+ const float (*mat)[4];
+
+ if (data) {
+ NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
+
+ nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
+
+ if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT)
+ vec[3] = 1.0f;
+ else
+ vec[3] = 0.0f;
+
+ mat = get_matrix_from_to((ShaderCallData *)data, nodeprop->convert_from, nodeprop->convert_to);
+ if (mat) {
+ mul_m4_v4((float(*)[4])mat, vec);
+ }
+
+ if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
+ normalize_v3(vec);
+
+ copy_v4_v4(out[0]->vec, vec);
+ }
+}
+
+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 NULL;
+ 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);
+ }
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_WORLD:
+ return NULL;
+ 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);
+ }
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ switch (to) {
+ case SHD_VECT_TRANSFORM_SPACE_CAMERA:
+ return NULL;
+ 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);
+ }
+ }
+ return 0;
+}
+static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ struct GPUNodeLink *inputlink;
+ struct GPUNodeLink *fromto;
+
+ int ret = 0;
+
+ 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_uniform(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)
+ ret = GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
+ else
+ ret = GPU_link(mat, "set_rgb", inputlink, &out[0].link);
+
+ if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
+ return GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+
+ return ret;
+}
+
void register_node_type_sh_vect_transform(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_CONVERTOR, 0);
- node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_init(&ntype, node_shader_init_vect_transform);
node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out);
node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
+ node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_transform);
+ node_type_gpu(&ntype, gpu_shader_vect_transform);
nodeRegisterType(&ntype);
}