From 8d0fbcd6dfe736f556b4e7f4aaf04536ee192dcb Mon Sep 17 00:00:00 2001 From: Jacques Lucke Date: Fri, 5 Mar 2021 16:09:19 +0100 Subject: Nodes: move vector rotate node to C++ This makes it easier to add an implementation that can be used in Geometry Nodes. There should be no functional changes. --- source/blender/nodes/CMakeLists.txt | 2 +- .../nodes/shader/nodes/node_shader_vector_rotate.c | 80 ------------------ .../shader/nodes/node_shader_vector_rotate.cc | 94 ++++++++++++++++++++++ 3 files changed, 95 insertions(+), 81 deletions(-) delete mode 100644 source/blender/nodes/shader/nodes/node_shader_vector_rotate.c create mode 100644 source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt index 50e29d4a447..e21959d839c 100644 --- a/source/blender/nodes/CMakeLists.txt +++ b/source/blender/nodes/CMakeLists.txt @@ -259,7 +259,7 @@ set(SRC shader/nodes/node_shader_vectTransform.c shader/nodes/node_shader_vector_displacement.c shader/nodes/node_shader_vector_math.cc - shader/nodes/node_shader_vector_rotate.c + shader/nodes/node_shader_vector_rotate.cc shader/nodes/node_shader_vertex_color.c shader/nodes/node_shader_volume_absorption.c shader/nodes/node_shader_volume_info.c 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); -} 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..d6ead5a8b99 --- /dev/null +++ b/source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc @@ -0,0 +1,94 @@ +/* + * 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; +} + +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); +} -- cgit v1.2.3