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authorCharlie Jolly <charlie>2021-06-04 18:53:50 +0300
committerCharlie Jolly <mistajolly@gmail.com>2021-06-04 18:59:28 +0300
commit00073651d420c852b271127fe453d2170471321a (patch)
tree7f4f63f70afc269f29dca3809513825c4e4bd66f /source/blender/nodes
parenteb030204f198fe1b933380c63bd40f3dba58c105 (diff)
Nodes: Add Multiply Add to Vector Math nodes
Cycles, Eevee, OSL, Geo, Attribute This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D10808
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/NOD_math_functions.hh2
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_attribute_vector_math.cc9
-rw-r--r--source/blender/nodes/intern/math_functions.cc2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_math.cc13
4 files changed, 22 insertions, 4 deletions
diff --git a/source/blender/nodes/NOD_math_functions.hh b/source/blender/nodes/NOD_math_functions.hh
index 45de1816549..f3eb1c24087 100644
--- a/source/blender/nodes/NOD_math_functions.hh
+++ b/source/blender/nodes/NOD_math_functions.hh
@@ -347,6 +347,8 @@ inline bool try_dispatch_float_math_fl3_fl3_fl3_to_fl3(const NodeVectorMathOpera
};
switch (operation) {
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
+ return dispatch([](float3 a, float3 b, float3 c) { return a * b + c; });
case NODE_VECTOR_MATH_WRAP:
return dispatch([](float3 a, float3 b, float3 c) {
return float3(wrapf(a.x, b.x, c.x), wrapf(a.y, b.y, c.y), wrapf(a.z, b.z, c.z));
diff --git a/source/blender/nodes/geometry/nodes/node_geo_attribute_vector_math.cc b/source/blender/nodes/geometry/nodes/node_geo_attribute_vector_math.cc
index 8877af445f9..b04e04d1cb7 100644
--- a/source/blender/nodes/geometry/nodes/node_geo_attribute_vector_math.cc
+++ b/source/blender/nodes/geometry/nodes/node_geo_attribute_vector_math.cc
@@ -59,8 +59,11 @@ static bool operation_use_input_b(const NodeVectorMathOperation operation)
static bool operation_use_input_c(const NodeVectorMathOperation operation)
{
- return ELEM(
- operation, NODE_VECTOR_MATH_WRAP, NODE_VECTOR_MATH_REFRACT, NODE_VECTOR_MATH_FACEFORWARD);
+ return ELEM(operation,
+ NODE_VECTOR_MATH_WRAP,
+ NODE_VECTOR_MATH_REFRACT,
+ NODE_VECTOR_MATH_FACEFORWARD,
+ NODE_VECTOR_MATH_MULTIPLY_ADD);
}
static void geo_node_attribute_vector_math_layout(uiLayout *layout,
@@ -137,6 +140,7 @@ static CustomDataType operation_get_result_type(const NodeVectorMathOperation op
case NODE_VECTOR_MATH_TANGENT:
case NODE_VECTOR_MATH_REFRACT:
case NODE_VECTOR_MATH_FACEFORWARD:
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
return CD_PROP_FLOAT3;
case NODE_VECTOR_MATH_DOT_PRODUCT:
case NODE_VECTOR_MATH_DISTANCE:
@@ -495,6 +499,7 @@ static void attribute_vector_math_calc(GeometryComponent &component,
break;
case NODE_VECTOR_MATH_WRAP:
case NODE_VECTOR_MATH_FACEFORWARD:
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
do_math_operation_fl3_fl3_fl3_to_fl3(attribute_a->typed<float3>(),
attribute_b->typed<float3>(),
attribute_c->typed<float3>(),
diff --git a/source/blender/nodes/intern/math_functions.cc b/source/blender/nodes/intern/math_functions.cc
index fb34144abf6..aa23777b664 100644
--- a/source/blender/nodes/intern/math_functions.cc
+++ b/source/blender/nodes/intern/math_functions.cc
@@ -209,6 +209,8 @@ const FloatMathOperationInfo *get_float3_math_operation_info(const int operation
RETURN_OPERATION_INFO("Refract", "vector_math_refract");
case NODE_VECTOR_MATH_FACEFORWARD:
RETURN_OPERATION_INFO("Faceforward", "vector_math_faceforward");
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
+ RETURN_OPERATION_INFO("Multiply Add", "vector_math_multiply_add");
}
#undef RETURN_OPERATION_INFO
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_math.cc b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc
index 472f903e1a5..419a11201aa 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_math.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc
@@ -94,6 +94,8 @@ static const char *gpu_shader_get_name(int mode)
return "vector_math_refract";
case NODE_VECTOR_MATH_FACEFORWARD:
return "vector_math_faceforward";
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
+ return "vector_math_multiply_add";
}
return nullptr;
@@ -134,8 +136,11 @@ static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node
NODE_VECTOR_MATH_ABSOLUTE,
NODE_VECTOR_MATH_FRACTION,
NODE_VECTOR_MATH_NORMALIZE));
- nodeSetSocketAvailability(
- sockC, ELEM(node->custom1, NODE_VECTOR_MATH_WRAP, NODE_VECTOR_MATH_FACEFORWARD));
+ nodeSetSocketAvailability(sockC,
+ ELEM(node->custom1,
+ NODE_VECTOR_MATH_WRAP,
+ NODE_VECTOR_MATH_FACEFORWARD,
+ NODE_VECTOR_MATH_MULTIPLY_ADD));
nodeSetSocketAvailability(sockScale,
ELEM(node->custom1, NODE_VECTOR_MATH_SCALE, NODE_VECTOR_MATH_REFRACT));
nodeSetSocketAvailability(sockVector,
@@ -154,6 +159,10 @@ static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node
node_sock_label_clear(sockC);
node_sock_label_clear(sockScale);
switch (node->custom1) {
+ case NODE_VECTOR_MATH_MULTIPLY_ADD:
+ node_sock_label(sockB, "Multiplier");
+ node_sock_label(sockC, "Addend");
+ break;
case NODE_VECTOR_MATH_FACEFORWARD:
node_sock_label(sockB, "Incident");
node_sock_label(sockC, "Reference");