diff options
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc | 217 |
1 files changed, 217 insertions, 0 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc new file mode 100644 index 00000000000..30b043439b8 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc @@ -0,0 +1,217 @@ +/* + * 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 const char *gpu_shader_get_name(int mode) +{ + switch (mode) { + case NODE_VECTOR_ROTATE_TYPE_AXIS: + return "node_vector_rotate_axis_angle"; + case NODE_VECTOR_ROTATE_TYPE_AXIS_X: + return "node_vector_rotate_axis_x"; + case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: + return "node_vector_rotate_axis_y"; + case NODE_VECTOR_ROTATE_TYPE_AXIS_Z: + return "node_vector_rotate_axis_z"; + case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ: + return "node_vector_rotate_euler_xyz"; + } + + return nullptr; +} + +static int gpu_shader_vector_rotate(GPUMaterial *mat, + bNode *node, + bNodeExecData *UNUSED(execdata), + GPUNodeStack *in, + GPUNodeStack *out) +{ + const char *name = gpu_shader_get_name(node->custom1); + + if (name != nullptr) { + float invert = (node->custom2) ? -1.0 : 1.0; + return GPU_stack_link(mat, node, name, in, out, GPU_constant(&invert)); + } + + return 0; +} + +using blender::float3; + +static float3 sh_node_vector_rotate_around_axis(const float3 vector, + const float3 center, + const float3 axis, + const float angle) +{ + float3 result = vector - center; + float mat[3][3]; + axis_angle_to_mat3(mat, axis, angle); + mul_m3_v3(mat, result); + return result + center; +} + +static float3 sh_node_vector_rotate_euler(const float3 vector, + const float3 center, + const float3 rotation, + const bool invert) +{ + float mat[3][3]; + float3 result = vector - center; + eul_to_mat3(mat, rotation); + if (invert) { + invert_m3(mat); + } + mul_m3_v3(mat, result); + return result + center; +} + +static const blender::fn::MultiFunction &get_multi_function( + blender::nodes::NodeMFNetworkBuilder &builder) +{ + bool invert = builder.bnode().custom2; + const int mode = builder.bnode().custom1; + + switch (mode) { + case NODE_VECTOR_ROTATE_TYPE_AXIS: { + if (invert) { + static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{ + "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, -angle); + }}; + return fn; + } + static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{ + "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, angle); + }}; + return fn; + } + case NODE_VECTOR_ROTATE_TYPE_AXIS_X: { + float3 axis = float3(1.0f, 0.0f, 0.0f); + if (invert) { + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{ + "Rotate X-Axis", [=](float3 in, float3 center, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, -angle); + }}; + return fn; + } + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{ + "Rotate X-Axis", [=](float3 in, float3 center, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, angle); + }}; + return fn; + } + case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: { + float3 axis = float3(0.0f, 1.0f, 0.0f); + if (invert) { + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{ + "Rotate Y-Axis", [=](float3 in, float3 center, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, -angle); + }}; + return fn; + } + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{ + "Rotate Y-Axis", [=](float3 in, float3 center, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, angle); + }}; + return fn; + } + case NODE_VECTOR_ROTATE_TYPE_AXIS_Z: { + float3 axis = float3(0.0f, 0.0f, 1.0f); + if (invert) { + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{ + "Rotate Z-Axis", [=](float3 in, float3 center, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, -angle); + }}; + return fn; + } + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{ + "Rotate Z-Axis", [=](float3 in, float3 center, float angle) { + return sh_node_vector_rotate_around_axis(in, center, axis, angle); + }}; + return fn; + } + case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ: { + if (invert) { + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{ + "Rotate Euler", [](float3 in, float3 center, float3 rotation) { + return sh_node_vector_rotate_euler(in, center, rotation, true); + }}; + return fn; + } + static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{ + "Rotate Euler", [](float3 in, float3 center, float3 rotation) { + return sh_node_vector_rotate_euler(in, center, rotation, false); + }}; + return fn; + } + default: + BLI_assert(false); + return builder.get_not_implemented_fn(); + } +} + +static void sh_node_vector_rotate_expand_in_mf_network( + blender::nodes::NodeMFNetworkBuilder &builder) +{ + const blender::fn::MultiFunction &fn = get_multi_function(builder); + builder.set_matching_fn(fn); +} + +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_fn_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); + ntype.expand_in_mf_network = sh_node_vector_rotate_expand_in_mf_network; + + nodeRegisterType(&ntype); +} |