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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vectMath.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectMath.c150
1 files changed, 150 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
new file mode 100644
index 00000000000..c6a081431a2
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
@@ -0,0 +1,150 @@
+/*
+ * $Id: SHD_vectMath.c 36593 2011-05-10 11:19:26Z lukastoenne $
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/nodes/shader/nodes/node_shader_vectMath.c
+ * \ingroup shdnodes
+ */
+
+
+
+#include "node_shader_util.h"
+
+
+/* **************** VECTOR MATH ******************** */
+static bNodeSocketTemplate sh_node_vect_math_in[]= {
+ { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_vect_math_out[]= {
+ { SOCK_VECTOR, 0, "Vector"},
+ { SOCK_FLOAT, 0, "Value"},
+ { -1, 0, "" }
+};
+
+static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
+{
+ float vec1[3], vec2[3];
+
+ nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
+ nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);
+
+ if(node->custom1 == 0) { /* Add */
+ out[0]->vec[0]= vec1[0] + vec2[0];
+ out[0]->vec[1]= vec1[1] + vec2[1];
+ out[0]->vec[2]= vec1[2] + vec2[2];
+
+ out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
+ }
+ else if(node->custom1 == 1) { /* Subtract */
+ out[0]->vec[0]= vec1[0] - vec2[0];
+ out[0]->vec[1]= vec1[1] - vec2[1];
+ out[0]->vec[2]= vec1[2] - vec2[2];
+
+ out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
+ }
+ else if(node->custom1 == 2) { /* Average */
+ out[0]->vec[0]= vec1[0] + vec2[0];
+ out[0]->vec[1]= vec1[1] + vec2[1];
+ out[0]->vec[2]= vec1[2] + vec2[2];
+
+ out[1]->vec[0] = normalize_v3( out[0]->vec );
+ }
+ else if(node->custom1 == 3) { /* Dot product */
+ out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
+ }
+ else if(node->custom1 == 4) { /* Cross product */
+ out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
+ out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
+ out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
+
+ out[1]->vec[0] = normalize_v3( out[0]->vec );
+ }
+ else if(node->custom1 == 5) { /* Normalize */
+ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
+ out[0]->vec[0]= vec1[0];
+ out[0]->vec[1]= vec1[1];
+ out[0]->vec[2]= vec1[2];
+ }
+ else {
+ out[0]->vec[0]= vec2[0];
+ out[0]->vec[1]= vec2[1];
+ out[0]->vec[2]= vec2[2];
+ }
+
+ out[1]->vec[0] = normalize_v3( out[0]->vec );
+ }
+
+}
+
+static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
+{
+ static const char *names[] = {"vec_math_add", "vec_math_sub",
+ "vec_math_average", "vec_math_dot", "vec_math_cross",
+ "vec_math_normalize"};
+
+ switch (node->custom1) {
+ case 0:
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ GPU_stack_link(mat, names[node->custom1], NULL, out,
+ GPU_socket(&in[0]), GPU_socket(&in[1]));
+ break;
+ case 5:
+ if(in[0].hasinput || !in[1].hasinput)
+ GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
+ else
+ GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
+ break;
+ default:
+ return 0;
+ }
+
+ return 1;
+}
+
+void register_node_type_sh_vect_math(ListBase *lb)
+{
+ static bNodeType ntype;
+
+ node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, NODE_OPTIONS);
+ node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
+ node_type_size(&ntype, 80, 75, 140);
+ node_type_label(&ntype, node_vect_math_label);
+ node_type_storage(&ntype, "node_vect_math", NULL, NULL);
+ node_type_exec(&ntype, node_shader_exec_vect_math);
+ node_type_gpu(&ntype, gpu_shader_vect_math);
+
+ nodeRegisterType(lb, &ntype);
+}
+
+