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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_rotate.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_rotate.c80
1 files changed, 0 insertions, 80 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c
deleted file mode 100644
index b2132c59cde..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.c
+++ /dev/null
@@ -1,80 +0,0 @@
-/*
- * 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, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
- {SOCK_VECTOR, N_("Center"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE},
- {SOCK_VECTOR, N_("Axis"), 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, PROP_NONE, PROP_NONE},
- {SOCK_FLOAT, N_("Angle"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_ANGLE, PROP_NONE},
- {SOCK_VECTOR, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER},
- {-1, ""}};
-
-static bNodeSocketTemplate sh_node_vector_rotate_out[] = {{SOCK_VECTOR, N_("Vector")}, {-1, ""}};
-
-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",
- };
-
- if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
- float invert = (node->custom2) ? -1.0 : 1.0;
- return GPU_stack_link(mat, node, names[node->custom1], in, out, GPU_constant(&invert));
- }
-
- 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_EULER_XYZ));
- 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_EULER_XYZ));
-}
-
-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);
-}