diff options
author | Charlie Jolly <charlie> | 2020-02-17 18:15:46 +0300 |
---|---|---|
committer | Charlie Jolly <mistajolly@gmail.com> | 2020-02-17 18:43:18 +0300 |
commit | 20a4cdfd700d3722fdcaa3b3952ccea1b0e6ee47 (patch) | |
tree | 16eee69e8e1d3bdfb902e05df15b055f7141fd4d /source | |
parent | ab3a6e050c856345d10f8e36155913288559e4dc (diff) |
Cycles: Vector Rotate Node using Axis and Angle method
This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods.
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D3789
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 1 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/node.c | 1 | ||||
-rw-r--r-- | source/blender/editors/space_node/drawnode.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material_library.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl | 82 | ||||
-rw-r--r-- | source/blender/makesdna/DNA_node_types.h | 14 | ||||
-rw-r--r-- | source/blender/makesrna/intern/rna_nodetree.c | 54 | ||||
-rw-r--r-- | source/blender/nodes/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/nodes/NOD_shader.h | 1 | ||||
-rw-r--r-- | source/blender/nodes/NOD_static_types.h | 1 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_rotate.c | 96 |
12 files changed, 267 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index a8305862d89..712e97a77f0 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -994,6 +994,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree, #define SH_NODE_VOLUME_INFO 705 #define SH_NODE_VERTEX_COLOR 706 #define SH_NODE_OUTPUT_AOV 707 +#define SH_NODE_VECTOR_ROTATE 708 /* custom defines options for Material node */ // #define SH_NODE_MAT_DIFF 1 diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c index 2a8c9f2a40b..3d413b8fd62 100644 --- a/source/blender/blenkernel/intern/node.c +++ b/source/blender/blenkernel/intern/node.c @@ -3975,6 +3975,7 @@ static void registerShaderNodes(void) register_node_type_sh_clamp(); register_node_type_sh_math(); register_node_type_sh_vect_math(); + register_node_type_sh_vector_rotate(); register_node_type_sh_vect_transform(); register_node_type_sh_squeeze(); register_node_type_sh_invert(); diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c index a00006f7025..8633ebca8d6 100644 --- a/source/blender/editors/space_node/drawnode.c +++ b/source/blender/editors/space_node/drawnode.c @@ -745,6 +745,11 @@ static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), Poin uiItemR(layout, ptr, "vector_type", 0, NULL, ICON_NONE); } +static void node_shader_buts_vector_rotate(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) +{ + uiItemR(layout, ptr, "rotation_type", 0, NULL, ICON_NONE); +} + static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr) { uiItemR(layout, ptr, "operation", 0, "", ICON_NONE); @@ -1207,6 +1212,9 @@ static void node_shader_set_butfunc(bNodeType *ntype) case SH_NODE_VECTOR_MATH: ntype->draw_buttons = node_shader_buts_vect_math; break; + case SH_NODE_VECTOR_ROTATE: + ntype->draw_buttons = node_shader_buts_vector_rotate; + break; case SH_NODE_VECT_TRANSFORM: ntype->draw_buttons = node_shader_buts_vect_transform; break; diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 0ab3e775566..8a900938d2a 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -303,6 +303,7 @@ data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC) +data_to_c_simple(shaders/material/gpu_shader_material_vector_rotate.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC) diff --git a/source/blender/gpu/intern/gpu_material_library.c b/source/blender/gpu/intern/gpu_material_library.c index e7ec1bb12a2..959e5ef7440 100644 --- a/source/blender/gpu/intern/gpu_material_library.c +++ b/source/blender/gpu/intern/gpu_material_library.c @@ -119,6 +119,7 @@ extern char datatoc_gpu_shader_material_uv_map_glsl[]; extern char datatoc_gpu_shader_material_vector_curves_glsl[]; extern char datatoc_gpu_shader_material_vector_displacement_glsl[]; extern char datatoc_gpu_shader_material_vector_math_glsl[]; +extern char datatoc_gpu_shader_material_vector_rotate_glsl[]; extern char datatoc_gpu_shader_material_velvet_glsl[]; extern char datatoc_gpu_shader_material_vertex_color_glsl[]; extern char datatoc_gpu_shader_material_volume_absorption_glsl[]; @@ -527,6 +528,11 @@ static GPUMaterialLibrary gpu_shader_material_vector_math_library = { .dependencies = {&gpu_shader_material_math_util_library, NULL}, }; +static GPUMaterialLibrary gpu_shader_material_vector_rotate_library = { + .code = datatoc_gpu_shader_material_vector_rotate_glsl, + .dependencies = {&gpu_shader_material_math_util_library, NULL}, +}; + static GPUMaterialLibrary gpu_shader_material_velvet_library = { .code = datatoc_gpu_shader_material_velvet_glsl, .dependencies = {&gpu_shader_material_diffuse_library, NULL}, @@ -647,6 +653,7 @@ static GPUMaterialLibrary *gpu_material_libraries[] = { &gpu_shader_material_vector_curves_library, &gpu_shader_material_vector_displacement_library, &gpu_shader_material_vector_math_library, + &gpu_shader_material_vector_rotate_library, &gpu_shader_material_velvet_library, &gpu_shader_material_vertex_color_library, &gpu_shader_material_volume_absorption_library, @@ -879,4 +886,3 @@ char *gpu_material_library_generate_code(GSet *used_libraries, const char *frag_ return result; } - diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl new file mode 100644 index 00000000000..7d707706a03 --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl @@ -0,0 +1,82 @@ +vec3 rotate_around_axis(vec3 p, vec3 axis, float angle) +{ + float costheta = cos(angle); + float sintheta = sin(angle); + vec3 r; + + r.x = ((costheta + (1.0 - costheta) * axis.x * axis.x) * p.x) + + (((1.0 - costheta) * axis.x * axis.y - axis.z * sintheta) * p.y) + + (((1.0 - costheta) * axis.x * axis.z + axis.y * sintheta) * p.z); + + r.y = (((1.0 - costheta) * axis.x * axis.y + axis.z * sintheta) * p.x) + + ((costheta + (1.0 - costheta) * axis.y * axis.y) * p.y) + + (((1.0 - costheta) * axis.y * axis.z - axis.x * sintheta) * p.z); + + r.z = (((1.0 - costheta) * axis.x * axis.z - axis.y * sintheta) * p.x) + + (((1.0 - costheta) * axis.y * axis.z + axis.x * sintheta) * p.y) + + ((costheta + (1.0 - costheta) * axis.z * axis.z) * p.z); + + return r; +} + +void node_vector_rotate_axis_angle( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = (length(axis) != 0.0) ? + rotate_around_axis(vector_in - center, normalize(axis), angle) + center : + vector_in; +} + +void node_vector_rotate_axis_x( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = rotate_around_axis(vector_in - center, vec3(1.0, 0.0, 0.0), angle) + center; +} + +void node_vector_rotate_axis_y( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = rotate_around_axis(vector_in - center, vec3(0.0, 1.0, 0.0), angle) + center; +} + +void node_vector_rotate_axis_z( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = rotate_around_axis(vector_in - center, vec3(0.0, 0.0, 1.0), angle) + center; +} + +void node_vector_rotate_euler_xyz( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = euler_to_mat3(rotation) * (vector_in - center) + center; +} + +void node_vector_rotate_euler_xzy( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = euler_to_mat3(-rotation.xzy) * (vector_in - center) + center; +} + +void node_vector_rotate_euler_yxz( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = euler_to_mat3(-rotation.yxz) * (vector_in - center) + center; +} + +void node_vector_rotate_euler_yzx( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = euler_to_mat3(rotation.yzx) * (vector_in - center) + center; +} + +void node_vector_rotate_euler_zxy( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = euler_to_mat3(rotation.zxy) * (vector_in - center) + center; +} + +void node_vector_rotate_euler_zyx( + vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec) +{ + vec = euler_to_mat3(-rotation.zyx) * (vector_in - center) + center; +} diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h index a8f33072915..071dc70af55 100644 --- a/source/blender/makesdna/DNA_node_types.h +++ b/source/blender/makesdna/DNA_node_types.h @@ -1212,6 +1212,20 @@ enum { NODE_MAPPING_TYPE_NORMAL = 3, }; +/* Rotation node vector types */ +enum { + NODE_VECTOR_ROTATE_TYPE_AXIS = 0, + NODE_VECTOR_ROTATE_TYPE_AXIS_X = 1, + NODE_VECTOR_ROTATE_TYPE_AXIS_Y = 2, + NODE_VECTOR_ROTATE_TYPE_AXIS_Z = 3, + NODE_VECTOR_ROTATE_TYPE_EULER_XYZ = 4, + NODE_VECTOR_ROTATE_TYPE_EULER_XZY = 5, + NODE_VECTOR_ROTATE_TYPE_EULER_YXZ = 6, + NODE_VECTOR_ROTATE_TYPE_EULER_YZX = 7, + NODE_VECTOR_ROTATE_TYPE_EULER_ZXY = 8, + NODE_VECTOR_ROTATE_TYPE_EULER_ZYX = 9, +}; + /* math node clamp */ #define SHD_MATH_CLAMP 1 diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c index e17fdb5359d..36bb65294fb 100644 --- a/source/blender/makesrna/intern/rna_nodetree.c +++ b/source/blender/makesrna/intern/rna_nodetree.c @@ -122,6 +122,49 @@ const EnumPropertyItem rna_enum_mapping_type_items[] = { {0, NULL, 0, NULL, NULL}, }; +const EnumPropertyItem rna_enum_vector_rotate_type_items[] = { + {NODE_VECTOR_ROTATE_TYPE_AXIS, + "AXIS_ANGLE", + 0, + "Axis Angle", + "Rotate a point using axis angle"}, + {NODE_VECTOR_ROTATE_TYPE_AXIS_X, "X_AXIS", 0, "X Axis", "Rotate a point using X axis"}, + {NODE_VECTOR_ROTATE_TYPE_AXIS_Y, "Y_AXIS", 0, "Y Axis", "Rotate a point using Y axis"}, + {NODE_VECTOR_ROTATE_TYPE_AXIS_Z, "Z_AXIS", 0, "Z Axis", "Rotate a point using Z axis"}, + {NODE_VECTOR_ROTATE_TYPE_EULER_XYZ, + "EULER_XYZ", + 0, + "XYZ Euler", + "Rotate a point using XYZ order"}, + + {NODE_VECTOR_ROTATE_TYPE_EULER_XZY, + "EULER_XZY", + 0, + "XZY Euler", + "Rotate a point using XZY order"}, + {NODE_VECTOR_ROTATE_TYPE_EULER_YXZ, + "EULER_YXZ", + 0, + "YXZ Euler", + "Rotate a point using YXZ order"}, + {NODE_VECTOR_ROTATE_TYPE_EULER_YZX, + "EULER_YZX", + 0, + "YZX Euler", + "Rotate a point using YZX order"}, + {NODE_VECTOR_ROTATE_TYPE_EULER_ZXY, + "EULER_ZXY", + 0, + "ZXY Euler", + "Rotate a point using ZXY order"}, + {NODE_VECTOR_ROTATE_TYPE_EULER_ZYX, + "EULER_ZYX", + 0, + "XZY Euler", + "Rotate a point using ZYX order"}, + {0, NULL, 0, NULL, NULL}, +}; + const EnumPropertyItem rna_enum_node_math_items[] = { {0, "", 0, N_("Functions"), ""}, {NODE_MATH_ADD, "ADD", 0, "Add", "A + B"}, @@ -4141,6 +4184,17 @@ static void def_sh_mapping(StructRNA *srna) RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update"); } +static void def_sh_vector_rotate(StructRNA *srna) +{ + PropertyRNA *prop; + + prop = RNA_def_property(srna, "rotation_type", PROP_ENUM, PROP_NONE); + RNA_def_property_enum_sdna(prop, NULL, "custom1"); + RNA_def_property_enum_items(prop, rna_enum_vector_rotate_type_items); + RNA_def_property_ui_text(prop, "Type", "Type of rotation"); + RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update"); +} + static void def_sh_attribute(StructRNA *srna) { PropertyRNA *prop; diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt index e15eb5af2c4..41227a14fb3 100644 --- a/source/blender/nodes/CMakeLists.txt +++ b/source/blender/nodes/CMakeLists.txt @@ -206,6 +206,7 @@ set(SRC shader/nodes/node_shader_uvmap.c shader/nodes/node_shader_valToRgb.c shader/nodes/node_shader_value.c + shader/nodes/node_shader_vector_rotate.c shader/nodes/node_shader_vectTransform.c shader/nodes/node_shader_vector_displacement.c shader/nodes/node_shader_vector_math.c diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h index 69d779c9b7f..a89a9e927b9 100644 --- a/source/blender/nodes/NOD_shader.h +++ b/source/blender/nodes/NOD_shader.h @@ -85,6 +85,7 @@ void register_node_type_sh_volume_info(void); void register_node_type_sh_script(void); void register_node_type_sh_normal_map(void); void register_node_type_sh_tangent(void); +void register_node_type_sh_vector_rotate(void); void register_node_type_sh_vect_transform(void); void register_node_type_sh_vertex_color(void); diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index 2b141e1a639..7fec3324aab 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -117,6 +117,7 @@ DefNode(ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX DefNode(ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" ) DefNode(ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "" ) DefNode(ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","" ) +DefNode(ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "" ) DefNode(ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VECT_TRANSFORM", VectorTransform, "Vector Transform", "" ) DefNode(ShaderNode, SH_NODE_SEPHSV, 0, "SEPHSV", SeparateHSV, "Separate HSV", "" ) DefNode(ShaderNode, SH_NODE_COMBHSV, 0, "COMBHSV", CombineHSV, "Combine HSV", "" ) diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c new file mode 100644 index 00000000000..3fd627cd886 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c @@ -0,0 +1,96 @@ +/* + * 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) 2013 Blender Foundation. + * All rights reserved. + */ + +/** \file + * \ingroup shdnodes + */ + +#include "../node_shader_util.h" + +/* **************** Vector Rotate ******************** */ +static bNodeSocketTemplate sh_node_vector_rotate_in[] = { + {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, + {SOCK_VECTOR, 1, N_("Center"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE}, + {SOCK_VECTOR, 1, N_("Axis"), 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, PROP_NONE, PROP_NONE}, + {SOCK_FLOAT, 1, N_("Angle"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_ANGLE, PROP_NONE}, + {SOCK_VECTOR, 1, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER}, + {-1, 0, ""}}; + +static bNodeSocketTemplate sh_node_vector_rotate_out[] = {{SOCK_VECTOR, 0, N_("Vector")}, + {-1, 0, ""}}; + +static int gpu_shader_vector_rotate(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + + static const char *names[] = { + [NODE_VECTOR_ROTATE_TYPE_AXIS] = "node_vector_rotate_axis_angle", + [NODE_VECTOR_ROTATE_TYPE_AXIS_X] = "node_vector_rotate_axis_x", + [NODE_VECTOR_ROTATE_TYPE_AXIS_Y] = "node_vector_rotate_axis_y", + [NODE_VECTOR_ROTATE_TYPE_AXIS_Z] = "node_vector_rotate_axis_z", + [NODE_VECTOR_ROTATE_TYPE_EULER_XYZ] = "node_vector_rotate_euler_xyz", + [NODE_VECTOR_ROTATE_TYPE_EULER_XZY] = "node_vector_rotate_euler_xzy", + [NODE_VECTOR_ROTATE_TYPE_EULER_YXZ] = "node_vector_rotate_euler_yxz", + [NODE_VECTOR_ROTATE_TYPE_EULER_YZX] = "node_vector_rotate_euler_yzx", + [NODE_VECTOR_ROTATE_TYPE_EULER_ZXY] = "node_vector_rotate_euler_zxy", + [NODE_VECTOR_ROTATE_TYPE_EULER_ZYX] = "node_vector_rotate_euler_zyx", + }; + + if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) { + return GPU_stack_link(mat, node, names[node->custom1], in, out); + } + else { + return 0; + } +} + +static void node_shader_update_vector_rotate(bNodeTree *UNUSED(ntree), bNode *node) +{ + bNodeSocket *sock_rotation = nodeFindSocket(node, SOCK_IN, "Rotation"); + nodeSetSocketAvailability(sock_rotation, + !ELEM(node->custom1, + NODE_VECTOR_ROTATE_TYPE_AXIS, + NODE_VECTOR_ROTATE_TYPE_AXIS_X, + NODE_VECTOR_ROTATE_TYPE_AXIS_Y, + NODE_VECTOR_ROTATE_TYPE_AXIS_Z)); + bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis"); + nodeSetSocketAvailability(sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS)); + bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle"); + nodeSetSocketAvailability(sock_angle, + ELEM(node->custom1, + NODE_VECTOR_ROTATE_TYPE_AXIS, + NODE_VECTOR_ROTATE_TYPE_AXIS_X, + NODE_VECTOR_ROTATE_TYPE_AXIS_Y, + NODE_VECTOR_ROTATE_TYPE_AXIS_Z)); +} + +void register_node_type_sh_vector_rotate(void) +{ + static bNodeType ntype; + + sh_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0); + node_type_socket_templates(&ntype, sh_node_vector_rotate_in, sh_node_vector_rotate_out); + node_type_gpu(&ntype, gpu_shader_vector_rotate); + node_type_update(&ntype, node_shader_update_vector_rotate); + + nodeRegisterType(&ntype); +} |