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Diffstat (limited to 'intern/cycles/kernel/svm/vector_rotate.h')
-rw-r--r--intern/cycles/kernel/svm/vector_rotate.h85
1 files changed, 85 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/vector_rotate.h b/intern/cycles/kernel/svm/vector_rotate.h
new file mode 100644
index 00000000000..2a0d331734c
--- /dev/null
+++ b/intern/cycles/kernel/svm/vector_rotate.h
@@ -0,0 +1,85 @@
+/*
+ * 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.
+ */
+
+#pragma once
+
+CCL_NAMESPACE_BEGIN
+
+/* Vector Rotate */
+
+ccl_device_noinline void svm_node_vector_rotate(ccl_private ShaderData *sd,
+ ccl_private 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, invert;
+
+ svm_unpack_node_uchar4(
+ input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset, &invert);
+ svm_unpack_node_uchar3(
+ axis_stack_offsets, &center_stack_offset, &axis_stack_offset, &angle_stack_offset);
+
+ if (stack_valid(result_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_EULER_XYZ) {
+ float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
+ Transform rotationTransform = euler_to_transform(rotation);
+ if (invert) {
+ result = transform_direction_transposed(&rotationTransform, vector - center) + center;
+ }
+ else {
+ result = transform_direction(&rotationTransform, vector - center) + center;
+ }
+ }
+ else {
+ float3 axis;
+ float axis_length;
+ switch (type) {
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
+ axis = make_float3(1.0f, 0.0f, 0.0f);
+ axis_length = 1.0f;
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
+ axis = make_float3(0.0f, 1.0f, 0.0f);
+ axis_length = 1.0f;
+ break;
+ case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
+ axis = make_float3(0.0f, 0.0f, 1.0f);
+ axis_length = 1.0f;
+ break;
+ default:
+ axis = stack_load_float3(stack, axis_stack_offset);
+ axis_length = len(axis);
+ break;
+ }
+ float angle = stack_load_float(stack, angle_stack_offset);
+ angle = invert ? -angle : angle;
+ result = (axis_length != 0.0f) ?
+ rotate_around_axis(vector - center, axis / axis_length, angle) + center :
+ vector;
+ }
+
+ stack_store_float3(stack, result_stack_offset, result);
+ }
+}
+
+CCL_NAMESPACE_END