diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_math.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_math.cc | 212 |
1 files changed, 212 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_math.cc b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc new file mode 100644 index 00000000000..414d05e996a --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_vector_math.cc @@ -0,0 +1,212 @@ +/* + * 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. + */ + +/** \file + * \ingroup shdnodes + */ + +#include "node_shader_util.h" + +/* **************** VECTOR MATH ******************** */ +static bNodeSocketTemplate sh_node_vector_math_in[] = { + {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {SOCK_VECTOR, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {SOCK_FLOAT, N_("Scale"), 1.0f, 1.0f, 1.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE}, + {-1, ""}}; + +static bNodeSocketTemplate sh_node_vector_math_out[] = { + {SOCK_VECTOR, N_("Vector")}, {SOCK_FLOAT, N_("Value")}, {-1, ""}}; + +static const char *gpu_shader_get_name(int mode) +{ + switch (mode) { + case NODE_VECTOR_MATH_ADD: + return "vector_math_add"; + case NODE_VECTOR_MATH_SUBTRACT: + return "vector_math_subtract"; + case NODE_VECTOR_MATH_MULTIPLY: + return "vector_math_multiply"; + case NODE_VECTOR_MATH_DIVIDE: + return "vector_math_divide"; + + case NODE_VECTOR_MATH_CROSS_PRODUCT: + return "vector_math_cross"; + case NODE_VECTOR_MATH_PROJECT: + return "vector_math_project"; + case NODE_VECTOR_MATH_REFLECT: + return "vector_math_reflect"; + case NODE_VECTOR_MATH_DOT_PRODUCT: + return "vector_math_dot"; + + case NODE_VECTOR_MATH_DISTANCE: + return "vector_math_distance"; + case NODE_VECTOR_MATH_LENGTH: + return "vector_math_length"; + case NODE_VECTOR_MATH_SCALE: + return "vector_math_scale"; + case NODE_VECTOR_MATH_NORMALIZE: + return "vector_math_normalize"; + + case NODE_VECTOR_MATH_SNAP: + return "vector_math_snap"; + case NODE_VECTOR_MATH_FLOOR: + return "vector_math_floor"; + case NODE_VECTOR_MATH_CEIL: + return "vector_math_ceil"; + case NODE_VECTOR_MATH_MODULO: + return "vector_math_modulo"; + case NODE_VECTOR_MATH_FRACTION: + return "vector_math_fraction"; + case NODE_VECTOR_MATH_ABSOLUTE: + return "vector_math_absolute"; + case NODE_VECTOR_MATH_MINIMUM: + return "vector_math_minimum"; + case NODE_VECTOR_MATH_MAXIMUM: + return "vector_math_maximum"; + case NODE_VECTOR_MATH_WRAP: + return "vector_math_wrap"; + case NODE_VECTOR_MATH_SINE: + return "vector_math_sine"; + case NODE_VECTOR_MATH_COSINE: + return "vector_math_cosine"; + case NODE_VECTOR_MATH_TANGENT: + return "vector_math_tangent"; + } + + return nullptr; +} + +static int gpu_shader_vector_math(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + const char *name = gpu_shader_get_name(node->custom1); + if (name != nullptr) { + return GPU_stack_link(mat, node, name, in, out); + } + else { + return 0; + } +} + +static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node) +{ + bNodeSocket *sockB = (bNodeSocket *)BLI_findlink(&node->inputs, 1); + bNodeSocket *sockC = (bNodeSocket *)BLI_findlink(&node->inputs, 2); + bNodeSocket *sockScale = nodeFindSocket(node, SOCK_IN, "Scale"); + + bNodeSocket *sockVector = nodeFindSocket(node, SOCK_OUT, "Vector"); + bNodeSocket *sockValue = nodeFindSocket(node, SOCK_OUT, "Value"); + + nodeSetSocketAvailability(sockB, + !ELEM(node->custom1, + NODE_VECTOR_MATH_SINE, + NODE_VECTOR_MATH_COSINE, + NODE_VECTOR_MATH_TANGENT, + NODE_VECTOR_MATH_CEIL, + NODE_VECTOR_MATH_SCALE, + NODE_VECTOR_MATH_FLOOR, + NODE_VECTOR_MATH_LENGTH, + NODE_VECTOR_MATH_ABSOLUTE, + NODE_VECTOR_MATH_FRACTION, + NODE_VECTOR_MATH_NORMALIZE)); + nodeSetSocketAvailability(sockC, ELEM(node->custom1, NODE_VECTOR_MATH_WRAP)); + nodeSetSocketAvailability(sockScale, node->custom1 == NODE_VECTOR_MATH_SCALE); + nodeSetSocketAvailability(sockVector, + !ELEM(node->custom1, + NODE_VECTOR_MATH_LENGTH, + NODE_VECTOR_MATH_DISTANCE, + NODE_VECTOR_MATH_DOT_PRODUCT)); + nodeSetSocketAvailability(sockValue, + ELEM(node->custom1, + NODE_VECTOR_MATH_LENGTH, + NODE_VECTOR_MATH_DISTANCE, + NODE_VECTOR_MATH_DOT_PRODUCT)); + + /* Labels */ + if (sockB->label[0] != '\0') { + sockB->label[0] = '\0'; + } + if (sockC->label[0] != '\0') { + sockC->label[0] = '\0'; + } + switch (node->custom1) { + case NODE_VECTOR_MATH_WRAP: + node_sock_label(sockB, "Max"); + node_sock_label(sockC, "Min"); + break; + case NODE_VECTOR_MATH_SNAP: + node_sock_label(sockB, "Increment"); + break; + } +} + +static void sh_node_vector_math_expand_in_mf_network(blender::bke::NodeMFNetworkBuilder &builder) +{ + using blender::float3; + + /* TODO: Implement other operations. */ + const int mode = builder.bnode().custom1; + switch (mode) { + case NODE_VECTOR_MATH_ADD: { + static blender::fn::CustomMF_SI_SI_SO<float3, float3, float3> fn{ + "Add", [](float3 a, float3 b) { return a + b; }}; + builder.set_matching_fn(fn); + break; + } + case NODE_VECTOR_MATH_SUBTRACT: { + static blender::fn::CustomMF_SI_SI_SO<float3, float3, float3> fn{ + "Subtract", [](float3 a, float3 b) { return a - b; }}; + builder.set_matching_fn(fn); + break; + } + case NODE_VECTOR_MATH_MULTIPLY: { + static blender::fn::CustomMF_SI_SI_SO<float3, float3, float3> fn{ + "Multiply", [](float3 a, float3 b) { return a * b; }}; + builder.set_matching_fn(fn); + break; + } + case NODE_VECTOR_MATH_DIVIDE: { + static blender::fn::CustomMF_SI_SI_SO<float3, float3, float3> fn{ + "Divide", [](float3 a, float3 b) { return float3::safe_divide(a, b); }}; + builder.set_matching_fn(fn); + break; + } + default: + BLI_assert(false); + break; + }; +} + +void register_node_type_sh_vect_math(void) +{ + static bNodeType ntype; + + sh_fn_node_type_base(&ntype, SH_NODE_VECTOR_MATH, "Vector Math", NODE_CLASS_OP_VECTOR, 0); + node_type_socket_templates(&ntype, sh_node_vector_math_in, sh_node_vector_math_out); + node_type_label(&ntype, node_vector_math_label); + node_type_gpu(&ntype, gpu_shader_vector_math); + node_type_update(&ntype, node_shader_update_vector_math); + ntype.expand_in_mf_network = sh_node_vector_math_expand_in_mf_network; + + nodeRegisterType(&ntype); +} |