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authorJacques Lucke <jacques@blender.org>2020-07-11 17:24:53 +0300
committerJacques Lucke <jacques@blender.org>2020-07-11 17:24:53 +0300
commit16d4373158a96d44fb105463f78e53566d0c784e (patch)
tree62c9f49fea3fb4587bd72af6cb4a18b0d50afc13 /source/blender/nodes
parent415d3ee05bfa51d7a71fa8417682e38186915776 (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')
-rw-r--r--source/blender/nodes/CMakeLists.txt6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_math.c115
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_math.cc160
-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
5 files changed, 227 insertions, 152 deletions
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 2c4ca087efa..2381e499eee 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -178,7 +178,7 @@ set(SRC
shader/nodes/node_shader_light_path.c
shader/nodes/node_shader_map_range.c
shader/nodes/node_shader_mapping.c
- shader/nodes/node_shader_math.c
+ shader/nodes/node_shader_math.cc
shader/nodes/node_shader_mixRgb.c
shader/nodes/node_shader_mix_shader.c
shader/nodes/node_shader_normal.c
@@ -216,10 +216,10 @@ set(SRC
shader/nodes/node_shader_uvAlongStroke.c
shader/nodes/node_shader_uvmap.c
shader/nodes/node_shader_valToRgb.c
- shader/nodes/node_shader_value.c
+ shader/nodes/node_shader_value.cc
shader/nodes/node_shader_vectTransform.c
shader/nodes/node_shader_vector_displacement.c
- shader/nodes/node_shader_vector_math.c
+ shader/nodes/node_shader_vector_math.cc
shader/nodes/node_shader_vector_rotate.c
shader/nodes/node_shader_vertex_color.c
shader/nodes/node_shader_volume_absorption.c
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");