diff options
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/functions/FN_multi_function_builder.hh | 57 | ||||
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc | 125 |
2 files changed, 181 insertions, 1 deletions
diff --git a/source/blender/functions/FN_multi_function_builder.hh b/source/blender/functions/FN_multi_function_builder.hh index 6d5ca7f64ad..0cd1bc262be 100644 --- a/source/blender/functions/FN_multi_function_builder.hh +++ b/source/blender/functions/FN_multi_function_builder.hh @@ -170,6 +170,63 @@ class CustomMF_SI_SI_SI_SO : public MultiFunction { /** * Generates a multi-function with the following parameters: + * 1. single input (SI) of type In1 + * 2. single input (SI) of type In2 + * 3. single input (SI) of type In3 + * 4. single input (SI) of type In4 + * 5. single output (SO) of type Out1 + */ +template<typename In1, typename In2, typename In3, typename In4, typename Out1> +class CustomMF_SI_SI_SI_SI_SO : public MultiFunction { + private: + using FunctionT = std::function<void( + IndexMask, VSpan<In1>, VSpan<In2>, VSpan<In3>, VSpan<In4>, MutableSpan<Out1>)>; + FunctionT function_; + + public: + CustomMF_SI_SI_SI_SI_SO(StringRef name, FunctionT function) : function_(std::move(function)) + { + MFSignatureBuilder signature = this->get_builder(name); + signature.single_input<In1>("In1"); + signature.single_input<In2>("In2"); + signature.single_input<In3>("In3"); + signature.single_input<In4>("In4"); + signature.single_output<Out1>("Out1"); + } + + template<typename ElementFuncT> + CustomMF_SI_SI_SI_SI_SO(StringRef name, ElementFuncT element_fn) + : CustomMF_SI_SI_SI_SI_SO(name, CustomMF_SI_SI_SI_SI_SO::create_function(element_fn)) + { + } + + template<typename ElementFuncT> static FunctionT create_function(ElementFuncT element_fn) + { + return [=](IndexMask mask, + VSpan<In1> in1, + VSpan<In2> in2, + VSpan<In3> in3, + VSpan<In4> in4, + MutableSpan<Out1> out1) { + mask.foreach_index([&](int i) { + new (static_cast<void *>(&out1[i])) Out1(element_fn(in1[i], in2[i], in3[i], in4[i])); + }); + }; + } + + void call(IndexMask mask, MFParams params, MFContext UNUSED(context)) const override + { + VSpan<In1> in1 = params.readonly_single_input<In1>(0); + VSpan<In2> in2 = params.readonly_single_input<In2>(1); + VSpan<In3> in3 = params.readonly_single_input<In3>(2); + VSpan<In4> in4 = params.readonly_single_input<In4>(3); + MutableSpan<Out1> out1 = params.uninitialized_single_output<Out1>(4); + function_(mask, in1, in2, in3, in4, out1); + } +}; + +/** + * Generates a multi-function with the following parameters: * 1. single mutable (SM) of type Mut1 */ template<typename Mut1> class CustomMF_SM : public MultiFunction { diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc index d6ead5a8b99..30b043439b8 100644 --- a/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc +++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc @@ -71,6 +71,128 @@ static int gpu_shader_vector_rotate(GPUMaterial *mat, 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"); @@ -85,10 +207,11 @@ 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); + 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); } |