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-rw-r--r--intern/cycles/blender/blender_shader.cpp6
-rw-r--r--intern/cycles/kernel/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/shaders/node_math.h21
-rw-r--r--intern/cycles/kernel/shaders/node_vector_rotate.osl70
-rw-r--r--intern/cycles/kernel/svm/svm.h4
-rw-r--r--intern/cycles/kernel/svm/svm_types.h14
-rw-r--r--intern/cycles/kernel/svm/svm_vector_rotate.h87
-rw-r--r--intern/cycles/render/nodes.cpp58
-rw-r--r--intern/cycles/render/nodes.h16
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
-rw-r--r--source/blender/blenkernel/BKE_node.h1
-rw-r--r--source/blender/blenkernel/intern/node.c1
-rw-r--r--source/blender/editors/space_node/drawnode.c8
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/intern/gpu_material_library.c8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl82
-rw-r--r--source/blender/makesdna/DNA_node_types.h14
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c54
-rw-r--r--source/blender/nodes/CMakeLists.txt1
-rw-r--r--source/blender/nodes/NOD_shader.h1
-rw-r--r--source/blender/nodes/NOD_static_types.h1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_rotate.c96
23 files changed, 546 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 12009d6160c..5a70126e012 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -323,6 +323,12 @@ static ShaderNode *add_node(Scene *scene,
vector_math_node->type = (NodeVectorMathType)b_vector_math_node.operation();
node = vector_math_node;
}
+ else if (b_node.is_a(&RNA_ShaderNodeVectorRotate)) {
+ BL::ShaderNodeVectorRotate b_vector_rotate_node(b_node);
+ VectorRotateNode *vector_rotate_node = new VectorRotateNode();
+ vector_rotate_node->type = (NodeVectorRotateType)b_vector_rotate_node.rotation_type();
+ node = vector_rotate_node;
+ }
else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
VectorTransformNode *vtransform = new VectorTransformNode();
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt
index 99172f30b8b..566b6e3d191 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -228,6 +228,7 @@ set(SRC_SVM_HEADERS
svm/svm_fractal_noise.h
svm/svm_types.h
svm/svm_value.h
+ svm/svm_vector_rotate.h
svm/svm_vector_transform.h
svm/svm_voronoi.h
svm/svm_voxel.h
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index 1c9445107ad..958ebe2f04e 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -78,6 +78,7 @@ set(SRC_OSL
node_value.osl
node_vector_curves.osl
node_vector_math.osl
+ node_vector_rotate.osl
node_vector_transform.osl
node_velvet_bsdf.osl
node_vertex_color.osl
diff --git a/intern/cycles/kernel/shaders/node_math.h b/intern/cycles/kernel/shaders/node_math.h
index 7d8478672af..4b1a6c5bc16 100644
--- a/intern/cycles/kernel/shaders/node_math.h
+++ b/intern/cycles/kernel/shaders/node_math.h
@@ -87,3 +87,24 @@ point wrap(point value, point max, point min)
wrap(value[1], max[1], min[1]),
wrap(value[2], max[2], min[2]));
}
+
+matrix euler_to_mat(point euler)
+{
+ float cx = cos(euler[0]);
+ float cy = cos(euler[1]);
+ float cz = cos(euler[2]);
+ float sx = sin(euler[0]);
+ float sy = sin(euler[1]);
+ float sz = sin(euler[2]);
+ matrix mat = matrix(1.0);
+ mat[0][0] = cy * cz;
+ mat[0][1] = cy * sz;
+ mat[0][2] = -sy;
+ mat[1][0] = sy * sx * cz - cx * sz;
+ mat[1][1] = sy * sx * sz + cx * cz;
+ mat[1][2] = cy * sx;
+ +mat[2][0] = sy * cx * cz + sx * sz;
+ mat[2][1] = sy * cx * sz - sx * cz;
+ mat[2][2] = cy * cx;
+ return mat;
+}
diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl
new file mode 100644
index 00000000000..a049ee92dbc
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_vector_rotate.osl
@@ -0,0 +1,70 @@
+/*
+ * Copyright 2011-2020 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "stdcycles.h"
+#include "node_math.h"
+
+shader node_vector_rotate(string type = "axis",
+ vector VectorIn = vector(0.0, 0.0, 0.0),
+ point Center = point(0.0, 0.0, 0.0),
+ point Rotation = point(0.0, 0.0, 0.0),
+ vector Axis = vector(0.0, 0.0, 1.0),
+ float Angle = 0.0,
+ output vector VectorOut = vector(0.0, 0.0, 0.0))
+{
+ if (type == "euler_xyz") {
+ VectorOut = transform(euler_to_mat(Rotation), VectorIn - Center) + Center;
+ }
+ else if (type == "euler_xzy") {
+ VectorOut = transform(euler_to_mat(point(-Rotation[0], -Rotation[2], -Rotation[1])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_yxz") {
+ VectorOut = transform(euler_to_mat(point(-Rotation[1], -Rotation[0], -Rotation[2])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_yzx") {
+ VectorOut = transform(euler_to_mat(point(Rotation[1], Rotation[2], Rotation[0])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_zxy") {
+ VectorOut = transform(euler_to_mat(point(Rotation[2], Rotation[0], Rotation[1])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "euler_zyx") {
+ VectorOut = transform(euler_to_mat(point(-Rotation[2], -Rotation[1], -Rotation[0])),
+ VectorIn - Center) +
+ Center;
+ }
+ else if (type == "x_axis") {
+ VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
+ }
+ else if (type == "y_axis") {
+ VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
+ }
+ else if (type == "z_axis") {
+ VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
+ }
+ else { // axis
+ VectorOut = (length(Axis) != 0.0) ?
+ rotate(VectorIn - Center, Angle, point(0.0), Axis) + Center :
+ VectorIn;
+ }
+}
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index fd2833ee687..88c9dbf5838 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -200,6 +200,7 @@ CCL_NAMESPACE_END
#include "kernel/svm/svm_voronoi.h"
#include "kernel/svm/svm_checker.h"
#include "kernel/svm/svm_brick.h"
+#include "kernel/svm/svm_vector_rotate.h"
#include "kernel/svm/svm_vector_transform.h"
#include "kernel/svm/svm_voxel.h"
#include "kernel/svm/svm_bump.h"
@@ -513,6 +514,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
case NODE_COMBINE_HSV:
svm_node_combine_hsv(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
+ case NODE_VECTOR_ROTATE:
+ svm_node_vector_rotate(sd, stack, node.y, node.z, node.w);
+ break;
case NODE_VECTOR_TRANSFORM:
svm_node_vector_transform(kg, sd, stack, node);
break;
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index 45c299e0acb..cff2b964c51 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -153,6 +153,7 @@ typedef enum ShaderNodeType {
NODE_AOV_START,
NODE_AOV_VALUE,
NODE_AOV_COLOR,
+ NODE_VECTOR_ROTATE,
} ShaderNodeType;
typedef enum NodeAttributeType {
@@ -351,6 +352,19 @@ typedef enum NodeMappingType {
NODE_MAPPING_TYPE_NORMAL
} NodeMappingType;
+typedef enum NodeVectorRotateType {
+ NODE_VECTOR_ROTATE_TYPE_AXIS,
+ NODE_VECTOR_ROTATE_TYPE_AXIS_X,
+ NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
+ NODE_VECTOR_ROTATE_TYPE_AXIS_Z,
+ NODE_VECTOR_ROTATE_TYPE_EULER_XYZ,
+ NODE_VECTOR_ROTATE_TYPE_EULER_XZY,
+ NODE_VECTOR_ROTATE_TYPE_EULER_YXZ,
+ NODE_VECTOR_ROTATE_TYPE_EULER_YZX,
+ NODE_VECTOR_ROTATE_TYPE_EULER_ZXY,
+ NODE_VECTOR_ROTATE_TYPE_EULER_ZYX,
+} NodeVectorRotateType;
+
typedef enum NodeVectorTransformType {
NODE_VECTOR_TRANSFORM_TYPE_VECTOR,
NODE_VECTOR_TRANSFORM_TYPE_POINT,
diff --git a/intern/cycles/kernel/svm/svm_vector_rotate.h b/intern/cycles/kernel/svm/svm_vector_rotate.h
new file mode 100644
index 00000000000..c7923e10c53
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_vector_rotate.h
@@ -0,0 +1,87 @@
+/*
+ * Copyright 2011-2020 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Vector Rotate */
+
+ccl_device void svm_node_vector_rotate(ShaderData *sd,
+ float *stack,
+ uint input_stack_offsets,
+ uint axis_stack_offsets,
+ uint result_stack_offset)
+{
+ uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
+ angle_stack_offset;
+
+ svm_unpack_node_uchar3(input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset);
+ svm_unpack_node_uchar3(
+ axis_stack_offsets, &center_stack_offset, &axis_stack_offset, &angle_stack_offset);
+
+ float3 vector = stack_load_float3(stack, vector_stack_offset);
+ float3 center = stack_load_float3(stack, center_stack_offset);
+ float3 result = make_float3(0.0f, 0.0f, 0.0f);
+
+ if (type != NODE_VECTOR_ROTATE_TYPE_AXIS && type != NODE_VECTOR_ROTATE_TYPE_AXIS_X &&
+ type != NODE_VECTOR_ROTATE_TYPE_AXIS_Y && type != NODE_VECTOR_ROTATE_TYPE_AXIS_Z) {
+ float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
+ switch (type) {
+ case NODE_VECTOR_ROTATE_TYPE_EULER_XZY:
+ rotation = make_float3(-rotation.x, -rotation.z, -rotation.y);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_EULER_YXZ:
+ rotation = make_float3(-rotation.y, -rotation.x, -rotation.z);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_EULER_YZX:
+ rotation = make_float3(rotation.y, rotation.z, rotation.x);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_EULER_ZXY:
+ rotation = make_float3(rotation.z, rotation.x, rotation.y);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_EULER_ZYX:
+ rotation = make_float3(-rotation.z, -rotation.y, -rotation.x);
+ break;
+ }
+ Transform rotationTransform = euler_to_transform(rotation);
+ result = transform_direction(&rotationTransform, vector - center) + center;
+ }
+ else {
+ float3 axis;
+ switch (type) {
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
+ axis = make_float3(1.0f, 0.0f, 0.0f);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
+ axis = make_float3(0.0f, 1.0f, 0.0f);
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
+ axis = make_float3(0.0f, 0.0f, 1.0f);
+ break;
+ default:
+ axis = normalize(stack_load_float3(stack, axis_stack_offset));
+ break;
+ }
+ float angle = stack_load_float(stack, angle_stack_offset);
+ result = is_zero(axis) ? vector : rotate_around_axis(vector - center, axis, angle) + center;
+ }
+
+ /* Output */
+ if (stack_valid(result_stack_offset)) {
+ stack_store_float3(stack, result_stack_offset, result);
+ }
+}
+
+CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 83b973011a1..41b4b05ba19 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -6131,6 +6131,64 @@ void VectorMathNode::compile(OSLCompiler &compiler)
compiler.add(this, "node_vector_math");
}
+/* Vector Rotate */
+
+NODE_DEFINE(VectorRotateNode)
+{
+ NodeType *type = NodeType::add("vector_rotate", create, NodeType::SHADER);
+
+ static NodeEnum type_enum;
+ type_enum.insert("axis", NODE_VECTOR_ROTATE_TYPE_AXIS);
+ type_enum.insert("x_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_X);
+ type_enum.insert("y_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Y);
+ type_enum.insert("z_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Z);
+ type_enum.insert("euler_xyz", NODE_VECTOR_ROTATE_TYPE_EULER_XYZ);
+ type_enum.insert("euler_xzy", NODE_VECTOR_ROTATE_TYPE_EULER_XZY);
+ type_enum.insert("euler_yxz", NODE_VECTOR_ROTATE_TYPE_EULER_YXZ);
+ type_enum.insert("euler_yzx", NODE_VECTOR_ROTATE_TYPE_EULER_YZX);
+ type_enum.insert("euler_zxy", NODE_VECTOR_ROTATE_TYPE_EULER_ZXY);
+ type_enum.insert("euler_zyx", NODE_VECTOR_ROTATE_TYPE_EULER_ZYX);
+ SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS);
+
+ SOCKET_IN_VECTOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f));
+ SOCKET_IN_POINT(rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f));
+ SOCKET_IN_POINT(center, "Center", make_float3(0.0f, 0.0f, 0.0f));
+ SOCKET_IN_VECTOR(axis, "Axis", make_float3(0.0f, 0.0f, 1.0f));
+ SOCKET_IN_FLOAT(angle, "Angle", 0.0f);
+ SOCKET_OUT_VECTOR(vector, "Vector");
+
+ return type;
+}
+
+VectorRotateNode::VectorRotateNode() : ShaderNode(node_type)
+{
+}
+
+void VectorRotateNode::compile(SVMCompiler &compiler)
+{
+ ShaderInput *vector_in = input("Vector");
+ ShaderInput *rotation_in = input("Rotation");
+ ShaderInput *center_in = input("Center");
+ ShaderInput *axis_in = input("Axis");
+ ShaderInput *angle_in = input("Angle");
+ ShaderOutput *vector_out = output("Vector");
+
+ compiler.add_node(NODE_VECTOR_ROTATE,
+ compiler.encode_uchar4(type,
+ compiler.stack_assign(vector_in),
+ compiler.stack_assign(rotation_in)),
+ compiler.encode_uchar4(compiler.stack_assign(center_in),
+ compiler.stack_assign(axis_in),
+ compiler.stack_assign(angle_in)),
+ compiler.stack_assign(vector_out));
+}
+
+void VectorRotateNode::compile(OSLCompiler &compiler)
+{
+ compiler.parameter(this, "type");
+ compiler.add(this, "node_vector_rotate");
+}
+
/* VectorTransform */
NODE_DEFINE(VectorTransformNode)
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 8346ac77ae6..3cf1c56feb0 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -1384,6 +1384,22 @@ class VectorMathNode : public ShaderNode {
NodeVectorMathType type;
};
+class VectorRotateNode : public ShaderNode {
+ public:
+ SHADER_NODE_CLASS(VectorRotateNode)
+
+ virtual int get_group()
+ {
+ return NODE_GROUP_LEVEL_3;
+ }
+ NodeVectorRotateType type;
+ float3 vector;
+ float3 center;
+ float3 axis;
+ float angle;
+ float3 rotation;
+};
+
class VectorTransformNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorTransformNode)
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index d9a374503b3..969a1ca1bd7 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -264,6 +264,7 @@ shader_node_categories = [
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
+ NodeItem("ShaderNodeVectorRotate"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
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);
+}