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authorCharlie Jolly <charlie>2021-03-23 12:21:56 +0300
committerCharlie Jolly <mistajolly@gmail.com>2021-03-23 12:59:20 +0300
commitd3758892987d76749fdf1211ed27ff77f39b5b3b (patch)
tree0e0b6b2a614b9829255cae77fb75f93696e7df7b /source/blender/nodes
parent4c19fcacc0b71271ca2fafc87ef5772a819e7075 (diff)
Nodes: Add Refract and Faceforward functions to Vector Maths nodes
Cycles, Eevee, OSL, Geo, Attribute Based on outdated refract patch D6619 by @cubic_sloth `refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages. Adding these functions provides Blender shader artists access to these standard functions. Reviewed By: brecht Differential Revision: https://developer.blender.org/D10622
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/NOD_math_functions.hh29
-rw-r--r--source/blender/nodes/geometry/nodes/node_geo_attribute_vector_math.cc52
-rw-r--r--source/blender/nodes/intern/math_functions.cc4
-rw-r--r--source/blender/nodes/intern/node_util.c19
-rw-r--r--source/blender/nodes/intern/node_util.h1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_math.cc44
6 files changed, 126 insertions, 23 deletions
diff --git a/source/blender/nodes/NOD_math_functions.hh b/source/blender/nodes/NOD_math_functions.hh
index c662220fea7..08496e044c5 100644
--- a/source/blender/nodes/NOD_math_functions.hh
+++ b/source/blender/nodes/NOD_math_functions.hh
@@ -351,6 +351,35 @@ inline bool try_dispatch_float_math_fl3_fl3_fl3_to_fl3(const NodeVectorMathOpera
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));
});
+ case NODE_VECTOR_MATH_FACEFORWARD:
+ return dispatch([](float3 a, float3 b, float3 c) { return float3::faceforward(a, b, c); });
+ default:
+ return false;
+ }
+ return false;
+}
+
+/**
+ * This is similar to try_dispatch_float_math_fl_to_fl, just with a different callback signature.
+ */
+template<typename Callback>
+inline bool try_dispatch_float_math_fl3_fl3_fl_to_fl3(const NodeVectorMathOperation operation,
+ Callback &&callback)
+{
+ const FloatMathOperationInfo *info = get_float3_math_operation_info(operation);
+ if (info == nullptr) {
+ return false;
+ }
+
+ /* This is just a utility function to keep the individual cases smaller. */
+ auto dispatch = [&](auto math_function) -> bool {
+ callback(math_function, *info);
+ return true;
+ };
+
+ switch (operation) {
+ case NODE_VECTOR_MATH_REFRACT:
+ return dispatch([](float3 a, float3 b, float c) { return float3::refract(a, b.normalized(), c); });
default:
return false;
}
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 aa207860f32..8b6960a05a6 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
@@ -40,6 +40,7 @@ static bNodeSocketTemplate geo_node_attribute_vector_math_in[] = {
{SOCK_FLOAT, N_("B"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
{SOCK_STRING, N_("C")},
{SOCK_VECTOR, N_("C"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
+ {SOCK_FLOAT, N_("C"), 0.0f, 0.0f, 0.0f, 0.0f, -FLT_MAX, FLT_MAX},
{SOCK_STRING, N_("Result")},
{-1, ""},
};
@@ -65,7 +66,8 @@ static bool operation_use_input_b(const NodeVectorMathOperation operation)
static bool operation_use_input_c(const NodeVectorMathOperation operation)
{
- return operation == NODE_VECTOR_MATH_WRAP;
+ return ELEM(
+ operation, NODE_VECTOR_MATH_WRAP, NODE_VECTOR_MATH_REFRACT, NODE_VECTOR_MATH_FACEFORWARD);
}
static void geo_node_attribute_vector_math_layout(uiLayout *layout,
@@ -97,6 +99,14 @@ static CustomDataType operation_get_read_type_b(const NodeVectorMathOperation op
return CD_PROP_FLOAT3;
}
+static CustomDataType operation_get_read_type_c(const NodeVectorMathOperation operation)
+{
+ if (operation == NODE_VECTOR_MATH_REFRACT) {
+ return CD_PROP_FLOAT;
+ }
+ return CD_PROP_FLOAT3;
+}
+
static void geo_node_attribute_vector_math_init(bNodeTree *UNUSED(tree), bNode *node)
{
NodeAttributeVectorMath *data = (NodeAttributeVectorMath *)MEM_callocN(
@@ -132,6 +142,8 @@ static CustomDataType operation_get_result_type(const NodeVectorMathOperation op
case NODE_VECTOR_MATH_SINE:
case NODE_VECTOR_MATH_COSINE:
case NODE_VECTOR_MATH_TANGENT:
+ case NODE_VECTOR_MATH_REFRACT:
+ case NODE_VECTOR_MATH_FACEFORWARD:
return CD_PROP_FLOAT3;
case NODE_VECTOR_MATH_DOT_PRODUCT:
case NODE_VECTOR_MATH_DISTANCE:
@@ -223,6 +235,37 @@ static void do_math_operation_fl3_fl3_fl3_to_fl3(const Float3ReadAttribute &inpu
UNUSED_VARS_NDEBUG(success);
}
+static void do_math_operation_fl3_fl3_fl_to_fl3(const Float3ReadAttribute &input_a,
+ const Float3ReadAttribute &input_b,
+ const FloatReadAttribute &input_c,
+ Float3WriteAttribute result,
+ const NodeVectorMathOperation operation)
+{
+ const int size = input_a.size();
+
+ Span<float3> span_a = input_a.get_span();
+ Span<float3> span_b = input_b.get_span();
+ Span<float> span_c = input_c.get_span();
+ MutableSpan<float3> span_result = result.get_span_for_write_only();
+
+ bool success = try_dispatch_float_math_fl3_fl3_fl_to_fl3(
+ operation, [&](auto math_function, const FloatMathOperationInfo &UNUSED(info)) {
+ for (const int i : IndexRange(size)) {
+ const float3 a = span_a[i];
+ const float3 b = span_b[i];
+ const float c = span_c[i];
+ const float3 out = math_function(a, b, c);
+ span_result[i] = out;
+ }
+ });
+
+ result.apply_span();
+
+ /* The operation is not supported by this node currently. */
+ BLI_assert(success);
+ UNUSED_VARS_NDEBUG(success);
+}
+
static void do_math_operation_fl3_fl3_to_fl(const Float3ReadAttribute &input_a,
const Float3ReadAttribute &input_b,
FloatWriteAttribute result,
@@ -364,7 +407,7 @@ static void attribute_vector_math_calc(GeometryComponent &component,
const bool use_input_b = operation_use_input_b(operation);
const CustomDataType read_type_b = operation_get_read_type_b(operation);
const bool use_input_c = operation_use_input_c(operation);
- const CustomDataType read_type_c = CD_PROP_FLOAT3;
+ const CustomDataType read_type_c = operation_get_read_type_c(operation);
/* The result domain is always point for now. */
const CustomDataType result_type = operation_get_result_type(operation);
@@ -433,9 +476,14 @@ static void attribute_vector_math_calc(GeometryComponent &component,
do_math_operation_fl3_to_fl3(*attribute_a, *attribute_result, operation);
break;
case NODE_VECTOR_MATH_WRAP:
+ case NODE_VECTOR_MATH_FACEFORWARD:
do_math_operation_fl3_fl3_fl3_to_fl3(
*attribute_a, *attribute_b, *attribute_c, *attribute_result, operation);
break;
+ case NODE_VECTOR_MATH_REFRACT:
+ do_math_operation_fl3_fl3_fl_to_fl3(
+ *attribute_a, *attribute_b, *attribute_c, *attribute_result, operation);
+ break;
}
attribute_result.save();
}
diff --git a/source/blender/nodes/intern/math_functions.cc b/source/blender/nodes/intern/math_functions.cc
index 14de2fce9b3..fb34144abf6 100644
--- a/source/blender/nodes/intern/math_functions.cc
+++ b/source/blender/nodes/intern/math_functions.cc
@@ -205,6 +205,10 @@ const FloatMathOperationInfo *get_float3_math_operation_info(const int operation
RETURN_OPERATION_INFO("Cosine", "vector_math_cosine");
case NODE_VECTOR_MATH_TANGENT:
RETURN_OPERATION_INFO("Tangent", "vector_math_tangent");
+ case NODE_VECTOR_MATH_REFRACT:
+ RETURN_OPERATION_INFO("Refract", "vector_math_refract");
+ case NODE_VECTOR_MATH_FACEFORWARD:
+ RETURN_OPERATION_INFO("Faceforward", "vector_math_faceforward");
}
#undef RETURN_OPERATION_INFO
diff --git a/source/blender/nodes/intern/node_util.c b/source/blender/nodes/intern/node_util.c
index c7c3ced4e56..00db819721c 100644
--- a/source/blender/nodes/intern/node_util.c
+++ b/source/blender/nodes/intern/node_util.c
@@ -90,6 +90,13 @@ void node_sock_label(bNodeSocket *sock, const char *name)
BLI_strncpy(sock->label, name, MAX_NAME);
}
+void node_sock_label_clear(bNodeSocket *sock)
+{
+ if (sock->label[0] != '\0') {
+ sock->label[0] = '\0';
+ }
+}
+
void node_math_update(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock1 = BLI_findlink(&node->inputs, 0);
@@ -127,15 +134,9 @@ void node_math_update(bNodeTree *UNUSED(ntree), bNode *node)
NODE_MATH_SMOOTH_MIN,
NODE_MATH_SMOOTH_MAX));
- if (sock1->label[0] != '\0') {
- sock1->label[0] = '\0';
- }
- if (sock2->label[0] != '\0') {
- sock2->label[0] = '\0';
- }
- if (sock3->label[0] != '\0') {
- sock3->label[0] = '\0';
- }
+ node_sock_label_clear(sock1);
+ node_sock_label_clear(sock2);
+ node_sock_label_clear(sock3);
switch (node->custom1) {
case NODE_MATH_WRAP:
diff --git a/source/blender/nodes/intern/node_util.h b/source/blender/nodes/intern/node_util.h
index 1b542a9420a..9cbb21e02f7 100644
--- a/source/blender/nodes/intern/node_util.h
+++ b/source/blender/nodes/intern/node_util.h
@@ -71,6 +71,7 @@ extern void *node_initexec_curves(struct bNodeExecContext *context,
/**** Updates ****/
void node_sock_label(struct bNodeSocket *sock, const char *name);
+void node_sock_label_clear(struct bNodeSocket *sock);
void node_math_update(struct bNodeTree *ntree, struct bNode *node);
/**** Labels ****/
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 e8396c7cfc1..becc83dd694 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vector_math.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc
@@ -88,6 +88,10 @@ static const char *gpu_shader_get_name(int mode)
return "vector_math_cosine";
case NODE_VECTOR_MATH_TANGENT:
return "vector_math_tangent";
+ case NODE_VECTOR_MATH_REFRACT:
+ return "vector_math_refract";
+ case NODE_VECTOR_MATH_FACEFORWARD:
+ return "vector_math_faceforward";
}
return nullptr;
@@ -128,8 +132,10 @@ 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));
- nodeSetSocketAvailability(sockScale, node->custom1 == NODE_VECTOR_MATH_SCALE);
+ nodeSetSocketAvailability(
+ sockC, ELEM(node->custom1, NODE_VECTOR_MATH_WRAP, NODE_VECTOR_MATH_FACEFORWARD));
+ nodeSetSocketAvailability(sockScale,
+ ELEM(node->custom1, NODE_VECTOR_MATH_SCALE, NODE_VECTOR_MATH_REFRACT));
nodeSetSocketAvailability(sockVector,
!ELEM(node->custom1,
NODE_VECTOR_MATH_LENGTH,
@@ -142,13 +148,14 @@ static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node
NODE_VECTOR_MATH_DOT_PRODUCT));
/* Labels */
- if (sockB->label[0] != '\0') {
- sockB->label[0] = '\0';
- }
- if (sockC->label[0] != '\0') {
- sockC->label[0] = '\0';
- }
+ node_sock_label_clear(sockB);
+ node_sock_label_clear(sockC);
+ node_sock_label_clear(sockScale);
switch (node->custom1) {
+ case NODE_VECTOR_MATH_FACEFORWARD:
+ node_sock_label(sockB, "Incident");
+ node_sock_label(sockC, "Reference");
+ break;
case NODE_VECTOR_MATH_WRAP:
node_sock_label(sockB, "Max");
node_sock_label(sockC, "Min");
@@ -156,6 +163,12 @@ static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node
case NODE_VECTOR_MATH_SNAP:
node_sock_label(sockB, "Increment");
break;
+ case NODE_VECTOR_MATH_REFRACT:
+ node_sock_label(sockScale, "Ior");
+ break;
+ case NODE_VECTOR_MATH_SCALE:
+ node_sock_label(sockScale, "Scale");
+ break;
}
}
@@ -186,7 +199,6 @@ static const blender::fn::MultiFunction &get_multi_function(
"Divide", [](float3 a, float3 b) { return float3::safe_divide(a, b); }};
return fn;
}
-
case NODE_VECTOR_MATH_CROSS_PRODUCT: {
static blender::fn::CustomMF_SI_SI_SO<float3, float3, float3> fn{
"Cross Product", float3::cross_high_precision};
@@ -205,7 +217,6 @@ static const blender::fn::MultiFunction &get_multi_function(
static blender::fn::CustomMF_SI_SI_SO<float3, float3, float> fn{"Dot Product", float3::dot};
return fn;
}
-
case NODE_VECTOR_MATH_DISTANCE: {
static blender::fn::CustomMF_SI_SI_SO<float3, float3, float> fn{"Distance",
float3::distance};
@@ -226,7 +237,17 @@ static const blender::fn::MultiFunction &get_multi_function(
"Normalize", [](float3 a) { return a.normalized(); }};
return fn;
}
-
+ case NODE_VECTOR_MATH_REFRACT: {
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
+ "Refract",
+ [](float3 a, float3 b, float c) { return float3::refract(a, b.normalized(), c); }};
+ return fn;
+ }
+ case NODE_VECTOR_MATH_FACEFORWARD: {
+ static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
+ "Faceforward", float3::faceforward};
+ return fn;
+ }
case NODE_VECTOR_MATH_SNAP: {
return builder.get_not_implemented_fn();
}
@@ -263,7 +284,6 @@ static const blender::fn::MultiFunction &get_multi_function(
case NODE_VECTOR_MATH_TANGENT: {
return builder.get_not_implemented_fn();
}
-
default:
BLI_assert(false);
return builder.get_not_implemented_fn();