/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/nodes/shader/nodes/node_shader_vectMath.c * \ingroup shdnodes */ #include "node_shader_util.h" /* **************** VECTOR MATH ******************** */ static bNodeSocketTemplate sh_node_vect_math_in[]= { { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE}, { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE}, { -1, 0, "" } }; static bNodeSocketTemplate sh_node_vect_math_out[]= { { SOCK_VECTOR, 0, "Vector"}, { SOCK_FLOAT, 0, "Value"}, { -1, 0, "" } }; static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, 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]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; } 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]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; } 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 */ if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ 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, 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, names[node->custom1], NULL, out, GPU_socket(&in[0]), GPU_socket(&in[1])); break; case 5: if(in[0].hasinput || !in[1].hasinput) GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0])); else GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1])); break; default: return 0; } return 1; } void register_node_type_sh_vect_math(ListBase *lb) { static bNodeType ntype; node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, NODE_OPTIONS); node_type_compatibility(&ntype, NODE_OLD_SHADING); node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out); node_type_size(&ntype, 80, 75, 140); node_type_label(&ntype, node_vect_math_label); node_type_storage(&ntype, "node_vect_math", NULL, NULL); node_type_exec(&ntype, node_shader_exec_vect_math); node_type_gpu(&ntype, gpu_shader_vect_math); nodeRegisterType(lb, &ntype); }