Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_node.h2
-rw-r--r--source/blender/blenkernel/intern/node.c5
-rw-r--r--source/blender/blenlib/BLI_listbase.h9
-rw-r--r--source/blender/blenloader/intern/versioning_cycles.c352
-rw-r--r--source/blender/editors/space_node/drawnode.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl116
-rw-r--r--source/blender/makesdna/DNA_node_types.h27
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c39
-rw-r--r--source/blender/nodes/CMakeLists.txt2
-rw-r--r--source/blender/nodes/NOD_static_types.h2
-rw-r--r--source/blender/nodes/intern/node_util.c2
-rw-r--r--source/blender/nodes/intern/node_util.h2
-rw-r--r--source/blender/nodes/shader/node_shader_tree.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectMath.c155
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vector_math.c113
16 files changed, 635 insertions, 197 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 7d427cb7799..1b7debe4496 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -895,7 +895,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree,
#define SH_NODE_CURVE_RGB 111
#define SH_NODE_CAMERA 114
#define SH_NODE_MATH 115
-#define SH_NODE_VECT_MATH 116
+#define SH_NODE_VECTOR_MATH 116
#define SH_NODE_SQUEEZE 117
//#define SH_NODE_MATERIAL_EXT 118
#define SH_NODE_INVERT 119
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index d64a5a33ef1..7e455ba742a 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3232,11 +3232,6 @@ void ntreeTagUsedSockets(bNodeTree *ntree)
}
for (link = ntree->links.first; link; link = link->next) {
- /* link is unused if either side is disabled */
- if ((link->fromsock->flag & SOCK_UNAVAIL) || (link->tosock->flag & SOCK_UNAVAIL)) {
- continue;
- }
-
link->fromsock->flag |= SOCK_IN_USE;
link->tosock->flag |= SOCK_IN_USE;
}
diff --git a/source/blender/blenlib/BLI_listbase.h b/source/blender/blenlib/BLI_listbase.h
index c235a72e7e4..b8b62dd3451 100644
--- a/source/blender/blenlib/BLI_listbase.h
+++ b/source/blender/blenlib/BLI_listbase.h
@@ -171,12 +171,21 @@ struct LinkData *BLI_genericNodeN(void *data);
#define LISTBASE_FOREACH(type, var, list) \
for (type var = (type)((list)->first); var != NULL; var = (type)(((Link *)(var))->next))
+#define LISTBASE_FOREACH_BACKWARD(type, var, list) \
+ for (type var = (type)((list)->last); var != NULL; var = (type)(((Link *)(var))->prev))
+
/** A version of #LISTBASE_FOREACH that supports removing the item we're looping over. */
#define LISTBASE_FOREACH_MUTABLE(type, var, list) \
for (type var = (type)((list)->first), *var##_iter_next; \
((var != NULL) ? ((void)(var##_iter_next = (type)(((Link *)(var))->next)), 1) : 0); \
var = var##_iter_next)
+/** A version of #LISTBASE_FOREACH_BACKWARD that supports removing the item we're looping over. */
+#define LISTBASE_FOREACH_BACKWARD_MUTABLE(type, var, list) \
+ for (type var = (type)((list)->last), *var##_iter_prev; \
+ ((var != NULL) ? ((void)(var##_iter_prev = (type)(((Link *)(var))->prev)), 1) : 0); \
+ var = var##_iter_prev)
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/blenloader/intern/versioning_cycles.c b/source/blender/blenloader/intern/versioning_cycles.c
index 10f24cff61b..a3e9b8dc206 100644
--- a/source/blender/blenloader/intern/versioning_cycles.c
+++ b/source/blender/blenloader/intern/versioning_cycles.c
@@ -45,6 +45,11 @@
#include "BLO_readfile.h"
#include "readfile.h"
+static bool socket_is_used(bNodeSocket *sock)
+{
+ return sock->flag & SOCK_IN_USE;
+}
+
static float *cycles_node_socket_float_value(bNodeSocket *socket)
{
bNodeSocketValueFloat *socket_data = socket->default_value;
@@ -57,6 +62,12 @@ static float *cycles_node_socket_rgba_value(bNodeSocket *socket)
return socket_data->value;
}
+static float *cycles_node_socket_vector_value(bNodeSocket *socket)
+{
+ bNodeSocketValueVector *socket_data = socket->default_value;
+ return socket_data->value;
+}
+
static IDProperty *cycles_properties_from_ID(ID *id)
{
IDProperty *idprop = IDP_GetProperties(id, false);
@@ -426,6 +437,325 @@ static void update_math_node_single_operand_operators(bNodeTree *ntree)
}
}
+/* The Value output of the Vector Math node is no longer available in the Add
+ * and Subtract operators. Previously, this Value output was computed from the
+ * Vector output V as follows:
+ *
+ * Value = (abs(V.x) + abs(V.y) + abs(V.z)) / 3
+ *
+ * Or more compactly using vector operators:
+ *
+ * Value = dot(abs(V), (1 / 3, 1 / 3, 1 / 3))
+ *
+ * To correct this, if the Value output was used, we are going to compute
+ * it using the second equation by adding an absolute and a dot node, and
+ * then connect them appropriately.
+ */
+static void update_vector_math_node_add_and_subtract_operators(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_VECTOR_MATH) {
+ bNodeSocket *sockOutValue = nodeFindSocket(node, SOCK_OUT, "Value");
+ if (socket_is_used(sockOutValue) &&
+ ELEM(node->custom1, NODE_VECTOR_MATH_ADD, NODE_VECTOR_MATH_SUBTRACT)) {
+
+ bNode *absNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ absNode->custom1 = NODE_VECTOR_MATH_ABSOLUTE;
+ absNode->locx = node->locx + node->width + 20.0f;
+ absNode->locy = node->locy;
+
+ bNode *dotNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ dotNode->custom1 = NODE_VECTOR_MATH_DOT_PRODUCT;
+ dotNode->locx = absNode->locx + absNode->width + 20.0f;
+ dotNode->locy = absNode->locy;
+ bNodeSocket *sockDotB = BLI_findlink(&dotNode->inputs, 1);
+ bNodeSocket *sockDotOutValue = nodeFindSocket(dotNode, SOCK_OUT, "Value");
+ copy_v3_fl(cycles_node_socket_vector_value(sockDotB), 1 / 3.0f);
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutValue) {
+ nodeAddLink(ntree, dotNode, sockDotOutValue, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+
+ bNodeSocket *sockAbsA = BLI_findlink(&absNode->inputs, 0);
+ bNodeSocket *sockDotA = BLI_findlink(&dotNode->inputs, 0);
+ bNodeSocket *sockOutVector = nodeFindSocket(node, SOCK_OUT, "Vector");
+ bNodeSocket *sockAbsOutVector = nodeFindSocket(absNode, SOCK_OUT, "Vector");
+
+ nodeAddLink(ntree, node, sockOutVector, absNode, sockAbsA);
+ nodeAddLink(ntree, absNode, sockAbsOutVector, dotNode, sockDotA);
+
+ need_update = true;
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
+/* The Vector output of the Vector Math node is no longer available in the Dot
+ * Product operator. Previously, this Vector was always zero initialized. To
+ * correct this, we zero out any socket the Vector Output was connected to.
+ */
+static void update_vector_math_node_dot_product_operator(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_VECTOR_MATH) {
+ bNodeSocket *sockOutVector = nodeFindSocket(node, SOCK_OUT, "Vector");
+ if (socket_is_used(sockOutVector) && node->custom1 == NODE_VECTOR_MATH_DOT_PRODUCT) {
+ LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutVector) {
+ switch (link->tosock->type) {
+ case SOCK_FLOAT:
+ *cycles_node_socket_float_value(link->tosock) = 0.0f;
+ break;
+ case SOCK_VECTOR:
+ copy_v3_fl(cycles_node_socket_vector_value(link->tosock), 0.0f);
+ break;
+ case SOCK_RGBA:
+ copy_v4_fl(cycles_node_socket_rgba_value(link->tosock), 0.0f);
+ break;
+ }
+ nodeRemLink(ntree, link);
+ }
+ }
+ need_update = true;
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
+/* Previously, the Vector output of the cross product operator was normalized.
+ * To correct this, a Normalize node is added to normalize the output if used.
+ * Moreover, the Value output was removed. This Value was equal to the length
+ * of the cross product. To correct this, a Length node is added if needed.
+ */
+static void update_vector_math_node_cross_product_operator(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_VECTOR_MATH) {
+ if (node->custom1 == NODE_VECTOR_MATH_CROSS_PRODUCT) {
+ bNodeSocket *sockOutVector = nodeFindSocket(node, SOCK_OUT, "Vector");
+ if (socket_is_used(sockOutVector)) {
+ bNode *normalizeNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ normalizeNode->custom1 = NODE_VECTOR_MATH_NORMALIZE;
+ normalizeNode->locx = node->locx + node->width + 20.0f;
+ normalizeNode->locy = node->locy;
+ bNodeSocket *sockNormalizeOut = nodeFindSocket(normalizeNode, SOCK_OUT, "Vector");
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutVector) {
+ nodeAddLink(ntree, normalizeNode, sockNormalizeOut, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+ bNodeSocket *sockNormalizeA = BLI_findlink(&normalizeNode->inputs, 0);
+ nodeAddLink(ntree, node, sockOutVector, normalizeNode, sockNormalizeA);
+
+ need_update = true;
+ }
+
+ bNodeSocket *sockOutValue = nodeFindSocket(node, SOCK_OUT, "Value");
+ if (socket_is_used(sockOutValue)) {
+ bNode *lengthNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ lengthNode->custom1 = NODE_VECTOR_MATH_LENGTH;
+ lengthNode->locx = node->locx + node->width + 20.0f;
+ if (socket_is_used(sockOutVector)) {
+ lengthNode->locy = node->locy - lengthNode->height - 20.0f;
+ }
+ else {
+ lengthNode->locy = node->locy;
+ }
+ bNodeSocket *sockLengthOut = nodeFindSocket(lengthNode, SOCK_OUT, "Value");
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutValue) {
+ nodeAddLink(ntree, lengthNode, sockLengthOut, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+ bNodeSocket *sockLengthA = BLI_findlink(&lengthNode->inputs, 0);
+ nodeAddLink(ntree, node, sockOutVector, lengthNode, sockLengthA);
+
+ need_update = true;
+ }
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
+/* The Value output of the Vector Math node is no longer available in the
+ * Normalize operator. This Value output was equal to the length of the
+ * the input vector A. To correct this, we either add a Length node or
+ * convert the Normalize node into a Length node, depending on if the
+ * Vector output is needed.
+ */
+static void update_vector_math_node_normalize_operator(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_VECTOR_MATH) {
+ bNodeSocket *sockOutValue = nodeFindSocket(node, SOCK_OUT, "Value");
+ if (node->custom1 == NODE_VECTOR_MATH_NORMALIZE && socket_is_used(sockOutValue)) {
+ bNodeSocket *sockOutVector = nodeFindSocket(node, SOCK_OUT, "Vector");
+ if (socket_is_used(sockOutVector)) {
+ bNode *lengthNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ lengthNode->custom1 = NODE_VECTOR_MATH_LENGTH;
+ lengthNode->locx = node->locx + node->width + 20.0f;
+ lengthNode->locy = node->locy;
+ bNodeSocket *sockLengthValue = nodeFindSocket(lengthNode, SOCK_OUT, "Value");
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutValue) {
+ nodeAddLink(ntree, lengthNode, sockLengthValue, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+ bNodeSocket *sockA = BLI_findlink(&node->inputs, 0);
+ bNodeSocket *sockLengthA = BLI_findlink(&lengthNode->inputs, 0);
+ if (sockA->link) {
+ bNodeLink *link = sockA->link;
+ nodeAddLink(ntree, link->fromnode, link->fromsock, lengthNode, sockLengthA);
+ }
+ else {
+ copy_v3_v3(cycles_node_socket_vector_value(sockLengthA),
+ cycles_node_socket_vector_value(sockA));
+ }
+
+ need_update = true;
+ }
+ else {
+ node->custom1 = NODE_VECTOR_MATH_LENGTH;
+ }
+ }
+ }
+ }
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
+/* The Vector Math operator types didn't have an enum, but rather, their
+ * values were hard coded into the code. After the enum was created and
+ * after more vector operators were added, the hard coded values needs
+ * to be remapped to their correct enum values. To fix this, we remap
+ * the values according to the following rules:
+ *
+ * Dot Product Operator : 3 -> 7
+ * Normalize Operator : 5 -> 11
+ *
+ * Additionally, since the Average operator was removed, it is assigned
+ * a value of -1 just to be identified later in the versioning code:
+ *
+ * Average Operator : 2 -> -1
+ *
+ */
+static void update_vector_math_node_operators_enum_mapping(bNodeTree *ntree)
+{
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_VECTOR_MATH) {
+ switch (node->custom1) {
+ case 2:
+ node->custom1 = -1;
+ break;
+ case 3:
+ node->custom1 = 7;
+ break;
+ case 5:
+ node->custom1 = 11;
+ break;
+ }
+ }
+ }
+}
+
+/* The Average operator is no longer available in the Vector Math node.
+ * The Vector output was equal to the normalized sum of input vectors while
+ * the Value output was equal to the length of the sum of input vectors.
+ * To correct this, we convert the node into an Add node and add a length
+ * node or a normalize node if needed.
+ */
+static void update_vector_math_node_average_operator(bNodeTree *ntree)
+{
+ bool need_update = false;
+
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ if (node->type == SH_NODE_VECTOR_MATH) {
+ /* See update_vector_math_node_operators_enum_mapping. */
+ if (node->custom1 == -1) {
+ node->custom1 = NODE_VECTOR_MATH_ADD;
+ bNodeSocket *sockOutVector = nodeFindSocket(node, SOCK_OUT, "Vector");
+ if (socket_is_used(sockOutVector)) {
+ bNode *normalizeNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ normalizeNode->custom1 = NODE_VECTOR_MATH_NORMALIZE;
+ normalizeNode->locx = node->locx + node->width + 20.0f;
+ normalizeNode->locy = node->locy;
+ bNodeSocket *sockNormalizeOut = nodeFindSocket(normalizeNode, SOCK_OUT, "Vector");
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutVector) {
+ nodeAddLink(ntree, normalizeNode, sockNormalizeOut, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+ bNodeSocket *sockNormalizeA = BLI_findlink(&normalizeNode->inputs, 0);
+ nodeAddLink(ntree, node, sockOutVector, normalizeNode, sockNormalizeA);
+
+ need_update = true;
+ }
+
+ bNodeSocket *sockOutValue = nodeFindSocket(node, SOCK_OUT, "Value");
+ if (socket_is_used(sockOutValue)) {
+ bNode *lengthNode = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
+ lengthNode->custom1 = NODE_VECTOR_MATH_LENGTH;
+ lengthNode->locx = node->locx + node->width + 20.0f;
+ if (socket_is_used(sockOutVector)) {
+ lengthNode->locy = node->locy - lengthNode->height - 20.0f;
+ }
+ else {
+ lengthNode->locy = node->locy;
+ }
+ bNodeSocket *sockLengthOut = nodeFindSocket(lengthNode, SOCK_OUT, "Value");
+
+ LISTBASE_FOREACH_BACKWARD_MUTABLE (bNodeLink *, link, &ntree->links) {
+ if (link->fromsock == sockOutValue) {
+ nodeAddLink(ntree, lengthNode, sockLengthOut, link->tonode, link->tosock);
+ nodeRemLink(ntree, link);
+ }
+ }
+ bNodeSocket *sockLengthA = BLI_findlink(&lengthNode->inputs, 0);
+ nodeAddLink(ntree, node, sockOutVector, lengthNode, sockLengthA);
+
+ need_update = true;
+ }
+ }
+ }
+ }
+
+ if (need_update) {
+ ntreeUpdateTree(NULL, ntree);
+ }
+}
+
void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain)
{
/* Particle shape shared with Eevee. */
@@ -458,6 +788,15 @@ void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bm
}
}
}
+
+ if (!MAIN_VERSION_ATLEAST(bmain, 281, 3)) {
+ FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
+ if (ntree->type == NTREE_SHADER) {
+ update_vector_math_node_operators_enum_mapping(ntree);
+ }
+ }
+ FOREACH_NODETREE_END;
+ }
}
void do_versions_after_linking_cycles(Main *bmain)
@@ -576,4 +915,17 @@ void do_versions_after_linking_cycles(Main *bmain)
}
FOREACH_NODETREE_END;
}
+
+ if (!MAIN_VERSION_ATLEAST(bmain, 281, 3)) {
+ FOREACH_NODETREE_BEGIN (bmain, ntree, id) {
+ if (ntree->type == NTREE_SHADER) {
+ update_vector_math_node_add_and_subtract_operators(ntree);
+ update_vector_math_node_dot_product_operator(ntree);
+ update_vector_math_node_cross_product_operator(ntree);
+ update_vector_math_node_normalize_operator(ntree);
+ update_vector_math_node_average_operator(ntree);
+ }
+ }
+ FOREACH_NODETREE_END;
+ }
}
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index c3ecc34aaf4..4201fe7c289 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -1220,7 +1220,7 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_MATH:
ntype->draw_buttons = node_buts_math;
break;
- case SH_NODE_VECT_MATH:
+ case SH_NODE_VECTOR_MATH:
ntype->draw_buttons = node_shader_buts_vect_math;
break;
case SH_NODE_VECT_TRANSFORM:
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 1529279ca03..1817efd35d2 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -400,46 +400,118 @@ void map_range(
}
}
-void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+vec3 safe_divide(vec3 a, vec3 b) {
+ return vec3((b.x != 0.0) ? a.x / b.x : 0.0,
+ (b.y != 0.0) ? a.y / b.y : 0.0,
+ (b.z != 0.0) ? a.z / b.z : 0.0);
+}
+
+void vector_math_add(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a + b;
+}
+
+void vector_math_subtract(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a - b;
+}
+
+void vector_math_multiply(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a * b;
+}
+
+void vector_math_divide(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = safe_divide(a, b);
+}
+
+void vector_math_cross(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = cross(a, b);
+}
+
+void vector_math_project(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ float lenSquared = dot(b, b);
+ outVector = (lenSquared != 0.0) ? (dot(a, b) / lenSquared) * b : vec3(0.0);
+}
+
+void vector_math_reflect(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = reflect(a, normalize(b));
+}
+
+void vector_math_dot(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
{
- outvec = v1 + v2;
- outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333;
+ outValue = dot(a, b);
}
-void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vector_math_distance(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
{
- outvec = v1 - v2;
- outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333;
+ outValue = distance(a, b);
}
-void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vector_math_length(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
{
- outvec = v1 + v2;
- outval = length(outvec);
- outvec = normalize(outvec);
+ outValue = length(a);
}
-void vec_math_mix(float strength, vec3 v1, vec3 v2, out vec3 outvec)
+
+void vector_math_scale(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a * scale;
+}
+
+void vector_math_normalize(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = normalize(a);
+}
+
+void vector_math_snap(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = floor(safe_divide(a, b)) * b;
+}
+
+void vector_math_floor(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = floor(a);
+}
+
+void vector_math_ceil(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = ceil(a);
+}
+
+void vector_math_modulo(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ math_modulo(a.x, b.x, outVector.x);
+ math_modulo(a.y, b.y, outVector.y);
+ math_modulo(a.z, b.z, outVector.z);
+}
+
+void vector_math_fraction(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = fract(a);
+}
+
+void vector_math_absolute(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
{
- outvec = strength * v1 + (1 - strength) * v2;
+ outVector = abs(a);
}
-void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vector_math_minimum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
{
- outvec = vec3(0);
- outval = dot(v1, v2);
+ outVector = min(a, b);
}
-void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vector_math_maximum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
{
- outvec = cross(v1, v2);
- outval = length(outvec);
- outvec /= outval;
+ outVector = max(a, b);
}
-void vec_math_normalize(vec3 v, out vec3 outvec, out float outval)
+void vector_math_mix(float strength, vec3 a, vec3 b, out vec3 outVector)
{
- outval = length(v);
- outvec = normalize(v);
+ outVector = strength * a + (1 - strength) * b;
}
void vec_math_negate(vec3 v, out vec3 outv)
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 81b93ce6541..385a5bd4428 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -1195,6 +1195,33 @@ enum {
NODE_MATH_SQRT = 23,
};
+/* Vector Math node operations. */
+enum {
+ NODE_VECTOR_MATH_ADD = 0,
+ NODE_VECTOR_MATH_SUBTRACT = 1,
+ NODE_VECTOR_MATH_MULTIPLY = 2,
+ NODE_VECTOR_MATH_DIVIDE = 3,
+
+ NODE_VECTOR_MATH_CROSS_PRODUCT = 4,
+ NODE_VECTOR_MATH_PROJECT = 5,
+ NODE_VECTOR_MATH_REFLECT = 6,
+ NODE_VECTOR_MATH_DOT_PRODUCT = 7,
+
+ NODE_VECTOR_MATH_DISTANCE = 8,
+ NODE_VECTOR_MATH_LENGTH = 9,
+ NODE_VECTOR_MATH_SCALE = 10,
+ NODE_VECTOR_MATH_NORMALIZE = 11,
+
+ NODE_VECTOR_MATH_SNAP = 12,
+ NODE_VECTOR_MATH_FLOOR = 13,
+ NODE_VECTOR_MATH_CEIL = 14,
+ NODE_VECTOR_MATH_MODULO = 15,
+ NODE_VECTOR_MATH_FRACTION = 16,
+ NODE_VECTOR_MATH_ABSOLUTE = 17,
+ NODE_VECTOR_MATH_MINIMUM = 18,
+ NODE_VECTOR_MATH_MAXIMUM = 19,
+};
+
/* mix rgb node flags */
#define SHD_MIXRGB_USE_ALPHA 1
#define SHD_MIXRGB_CLAMP 2
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 020f4296ddd..f377ae9a84f 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -136,12 +136,37 @@ const EnumPropertyItem rna_enum_node_math_items[] = {
};
const EnumPropertyItem rna_enum_node_vec_math_items[] = {
- {0, "ADD", 0, "Add", ""},
- {1, "SUBTRACT", 0, "Subtract", ""},
- {2, "AVERAGE", 0, "Average", ""},
- {3, "DOT_PRODUCT", 0, "Dot Product", ""},
- {4, "CROSS_PRODUCT", 0, "Cross Product", ""},
- {5, "NORMALIZE", 0, "Normalize", ""},
+ {NODE_VECTOR_MATH_ADD, "ADD", 0, "Add", "A + B"},
+ {NODE_VECTOR_MATH_SUBTRACT, "SUBTRACT", 0, "Subtract", "A - B"},
+ {NODE_VECTOR_MATH_MULTIPLY, "MULTIPLY", 0, "Multiply", "Entrywise multiply"},
+ {NODE_VECTOR_MATH_DIVIDE, "DIVIDE", 0, "Divide", "Entrywise divide"},
+ {0, "", ICON_NONE, NULL, NULL},
+ {NODE_VECTOR_MATH_CROSS_PRODUCT, "CROSS_PRODUCT", 0, "Cross Product", "A cross B"},
+ {NODE_VECTOR_MATH_PROJECT, "PROJECT", 0, "Project", "Project A onto B"},
+ {NODE_VECTOR_MATH_REFLECT,
+ "REFLECT",
+ 0,
+ "Reflect",
+ "Reflect A around the normal B. B needn't be normalized"},
+ {NODE_VECTOR_MATH_DOT_PRODUCT, "DOT_PRODUCT", 0, "Dot Product", "A dot B"},
+ {0, "", ICON_NONE, NULL, NULL},
+ {NODE_VECTOR_MATH_DISTANCE, "DISTANCE", 0, "Distance", "Distance between A and B"},
+ {NODE_VECTOR_MATH_LENGTH, "LENGTH", 0, "Length", "Length of A"},
+ {NODE_VECTOR_MATH_SCALE, "SCALE", 0, "Scale", "A multiplied by Scale"},
+ {NODE_VECTOR_MATH_NORMALIZE, "NORMALIZE", 0, "Normalize", "Normalize A"},
+ {0, "", ICON_NONE, NULL, NULL},
+ {NODE_VECTOR_MATH_SNAP,
+ "SNAP",
+ 0,
+ "Snap",
+ "Round A to the largest integer multiple of B less than or equal A"},
+ {NODE_VECTOR_MATH_FLOOR, "FLOOR", 0, "Floor", "Entrywise floor"},
+ {NODE_VECTOR_MATH_CEIL, "CEIL", 0, "Ceil", "Entrywise ceil"},
+ {NODE_VECTOR_MATH_MODULO, "MODULO", 0, "Modulo", "Entrywise modulo"},
+ {NODE_VECTOR_MATH_FRACTION, "FRACTION", 0, "Fraction", "The fraction part of A entrywise"},
+ {NODE_VECTOR_MATH_ABSOLUTE, "ABSOLUTE", 0, "Absolute", "Entrywise absolute"},
+ {NODE_VECTOR_MATH_MINIMUM, "MINIMUM", 0, "Minimum", "Entrywise minimum"},
+ {NODE_VECTOR_MATH_MAXIMUM, "MAXIMUM", 0, "Maximum", "Entrywise maximum"},
{0, NULL, 0, NULL, NULL},
};
@@ -3873,7 +3898,7 @@ static void def_vector_math(StructRNA *srna)
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, rna_enum_node_vec_math_items);
RNA_def_property_ui_text(prop, "Operation", "");
- RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
+ RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update");
}
static void def_rgb_curve(StructRNA *srna)
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 284eaa8b70b..3c97bdae929 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -204,7 +204,7 @@ set(SRC
shader/nodes/node_shader_uvmap.c
shader/nodes/node_shader_valToRgb.c
shader/nodes/node_shader_value.c
- shader/nodes/node_shader_vectMath.c
+ shader/nodes/node_shader_vector_math.c
shader/nodes/node_shader_vectTransform.c
shader/nodes/node_shader_vector_displacement.c
shader/nodes/node_shader_volume_absorption.c
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index c72e97642a2..c08911c1db8 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -53,7 +53,7 @@ DefNode(ShaderNode, SH_NODE_CAMERA, 0, "CAMERA
DefNode(ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "" )
DefNode(ShaderNode, SH_NODE_CLAMP, 0, "CLAMP", Clamp, "Clamp", "" )
DefNode(ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "" )
-DefNode(ShaderNode, SH_NODE_VECT_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "" )
+DefNode(ShaderNode, SH_NODE_VECTOR_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "" )
DefNode(ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "" )
DefNode(ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "" )
DefNode(ShaderNode, SH_NODE_SEPRGB, 0, "SEPRGB", SeparateRGB, "Separate RGB", "" )
diff --git a/source/blender/nodes/intern/node_util.c b/source/blender/nodes/intern/node_util.c
index e9a825b5b3f..0d7f19fb67a 100644
--- a/source/blender/nodes/intern/node_util.c
+++ b/source/blender/nodes/intern/node_util.c
@@ -100,7 +100,7 @@ void node_math_label(bNodeTree *UNUSED(ntree), bNode *node, char *label, int max
BLI_strncpy(label, IFACE_(name), maxlen);
}
-void node_vect_math_label(bNodeTree *UNUSED(ntree), bNode *node, char *label, int maxlen)
+void node_vector_math_label(bNodeTree *UNUSED(ntree), bNode *node, char *label, int maxlen)
{
const char *name;
RNA_enum_name(rna_enum_node_vec_math_items, node->custom1, &name);
diff --git a/source/blender/nodes/intern/node_util.h b/source/blender/nodes/intern/node_util.h
index 7eef70db498..49117b38aba 100644
--- a/source/blender/nodes/intern/node_util.h
+++ b/source/blender/nodes/intern/node_util.h
@@ -71,7 +71,7 @@ extern void *node_initexec_curves(struct bNodeExecContext *context,
void node_blend_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
void node_image_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
void node_math_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
-void node_vect_math_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
+void node_vector_math_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
void node_filter_label(struct bNodeTree *ntree, struct bNode *node, char *label, int maxlen);
/*** Link Handling */
diff --git a/source/blender/nodes/shader/node_shader_tree.c b/source/blender/nodes/shader/node_shader_tree.c
index 4891fb323ad..60a6cc91630 100644
--- a/source/blender/nodes/shader/node_shader_tree.c
+++ b/source/blender/nodes/shader/node_shader_tree.c
@@ -799,7 +799,7 @@ static void ntree_shader_relink_displacement(bNodeTree *ntree, bNode *output_nod
nodeRemLink(ntree, displacement_link);
/* Convert displacement vector to bump height. */
- bNode *dot_node = nodeAddStaticNode(NULL, ntree, SH_NODE_VECT_MATH);
+ bNode *dot_node = nodeAddStaticNode(NULL, ntree, SH_NODE_VECTOR_MATH);
bNode *geo_node = nodeAddStaticNode(NULL, ntree, SH_NODE_NEW_GEOMETRY);
bNodeSocket *normal_socket = ntree_shader_node_find_output(geo_node, "Normal");
dot_node->custom1 = 3; /* dot product */
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
index 3d034372300..712c64084cc 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -114,7 +114,7 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
break;
}
- GPU_link(mat, "vec_math_mix", strength, realnorm, negnorm, &out[0].link);
+ GPU_link(mat, "vector_math_mix", strength, realnorm, negnorm, &out[0].link);
GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
return true;
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
deleted file mode 100644
index 41273a6dc1d..00000000000
--- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c
+++ /dev/null
@@ -1,155 +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) 2005 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup shdnodes
- */
-
-#include "node_shader_util.h"
-
-/* **************** VECTOR MATH ******************** */
-static bNodeSocketTemplate sh_node_vect_math_in[] = {
- {SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
- {SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
- {-1, 0, ""}};
-
-static bNodeSocketTemplate sh_node_vect_math_out[] = {
- {SOCK_VECTOR, 0, N_("Vector")}, {SOCK_FLOAT, 0, N_("Value")}, {-1, 0, ""}};
-
-static void node_shader_exec_vect_math(void *UNUSED(data),
- int UNUSED(thread),
- bNode *node,
- bNodeExecData *UNUSED(execdata),
- 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] = (fabsf(out[0]->vec[0]) + fabsf(out[0]->vec[1]) + fabsf(out[0]->vec[2])) /
- 3.0f;
- }
- 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] = (fabsf(out[0]->vec[0]) + fabsf(out[0]->vec[1]) + fabsf(out[0]->vec[2])) /
- 3.0f;
- }
- 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 */
- /* This one only takes one input, so we've got to choose. */
- if (in[0]->hasinput || !in[1]->hasinput) {
- 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,
- bNodeExecData *UNUSED(execdata),
- 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, node, names[node->custom1], in, out);
- break;
- case 5:
- if (in[0].hasinput || !in[1].hasinput) {
- /* use only first item and terminator */
- GPUNodeStack tmp_in[2];
- memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
- memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
- GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
- }
- else {
- /* use only second item and terminator */
- GPUNodeStack tmp_in[2];
- memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
- memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
- GPU_stack_link(mat, node, names[node->custom1], tmp_in, out);
- }
- break;
- default:
- return false;
- }
-
- return true;
-}
-
-void register_node_type_sh_vect_math(void)
-{
- static bNodeType ntype;
-
- sh_node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, 0);
- node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
- node_type_label(&ntype, node_vect_math_label);
- node_type_storage(&ntype, "", NULL, NULL);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_math);
- node_type_gpu(&ntype, gpu_shader_vect_math);
-
- nodeRegisterType(&ntype);
-}
diff --git a/source/blender/nodes/shader/nodes/node_shader_vector_math.c b/source/blender/nodes/shader/nodes/node_shader_vector_math.c
new file mode 100644
index 00000000000..03de83655b5
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_vector_math.c
@@ -0,0 +1,113 @@
+/*
+ * 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, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
+ {SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
+ {SOCK_FLOAT, 1, N_("Scale"), 1.0f, 1.0f, 1.0f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
+ {-1, 0, ""}};
+
+static bNodeSocketTemplate sh_node_vector_math_out[] = {
+ {SOCK_VECTOR, 0, N_("Vector")}, {SOCK_FLOAT, 0, N_("Value")}, {-1, 0, ""}};
+
+static int gpu_shader_vector_math(GPUMaterial *mat,
+ bNode *node,
+ bNodeExecData *UNUSED(execdata),
+ GPUNodeStack *in,
+ GPUNodeStack *out)
+{
+ static const char *names[] = {
+ [NODE_VECTOR_MATH_ADD] = "vector_math_add",
+ [NODE_VECTOR_MATH_SUBTRACT] = "vector_math_subtract",
+ [NODE_VECTOR_MATH_MULTIPLY] = "vector_math_multiply",
+ [NODE_VECTOR_MATH_DIVIDE] = "vector_math_divide",
+
+ [NODE_VECTOR_MATH_CROSS_PRODUCT] = "vector_math_cross",
+ [NODE_VECTOR_MATH_PROJECT] = "vector_math_project",
+ [NODE_VECTOR_MATH_REFLECT] = "vector_math_reflect",
+ [NODE_VECTOR_MATH_DOT_PRODUCT] = "vector_math_dot",
+
+ [NODE_VECTOR_MATH_DISTANCE] = "vector_math_distance",
+ [NODE_VECTOR_MATH_LENGTH] = "vector_math_length",
+ [NODE_VECTOR_MATH_SCALE] = "vector_math_scale",
+ [NODE_VECTOR_MATH_NORMALIZE] = "vector_math_normalize",
+
+ [NODE_VECTOR_MATH_SNAP] = "vector_math_snap",
+ [NODE_VECTOR_MATH_FLOOR] = "vector_math_floor",
+ [NODE_VECTOR_MATH_CEIL] = "vector_math_ceil",
+ [NODE_VECTOR_MATH_MODULO] = "vector_math_modulo",
+ [NODE_VECTOR_MATH_FRACTION] = "vector_math_fraction",
+ [NODE_VECTOR_MATH_ABSOLUTE] = "vector_math_absolute",
+ [NODE_VECTOR_MATH_MINIMUM] = "vector_math_minimum",
+ [NODE_VECTOR_MATH_MAXIMUM] = "vector_math_maximum",
+ };
+
+ GPU_stack_link(mat, node, names[node->custom1], in, out);
+ return true;
+}
+
+static void node_shader_update_vector_math(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sockB = BLI_findlink(&node->inputs, 1);
+ 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_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(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));
+}
+
+void register_node_type_sh_vect_math(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_VECTOR_MATH, "Vector Math", NODE_CLASS_CONVERTOR, 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);
+
+ nodeRegisterType(&ntype);
+}