diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vectMath.c')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vectMath.c | 150 |
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); +} + + |