/* * ***** 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) 2013 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_vectTransform.c * \ingroup shdnodes */ #include "../node_shader_util.h" /* **************** Vector Transform ******************** */ static bNodeSocketTemplate sh_node_vect_transform_in[] = { { 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_transform_out[] = { { SOCK_VECTOR, 0, N_("Vector")}, { -1, 0, "" } }; static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *node) { NodeShaderVectTransform *vect = MEM_callocN(sizeof(NodeShaderVectTransform), "NodeShaderVectTransform"); /* Convert World into Object Space per default */ vect->convert_to = 1; node->storage = vect; } static const float (* get_matrix_from_to(ShaderCallData *scd, short from, short to))[4] { switch (from) { case SHD_VECT_TRANSFORM_SPACE_OBJECT: switch (to) { case SHD_VECT_TRANSFORM_SPACE_OBJECT: return NULL; case SHD_VECT_TRANSFORM_SPACE_WORLD: return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB); case SHD_VECT_TRANSFORM_SPACE_CAMERA: return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW); } break; case SHD_VECT_TRANSFORM_SPACE_WORLD: switch (to) { case SHD_VECT_TRANSFORM_SPACE_WORLD: return NULL; case SHD_VECT_TRANSFORM_SPACE_CAMERA: return RE_render_current_get_matrix(RE_VIEW_MATRIX); case SHD_VECT_TRANSFORM_SPACE_OBJECT: return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OBINV); } break; case SHD_VECT_TRANSFORM_SPACE_CAMERA: switch (to) { case SHD_VECT_TRANSFORM_SPACE_CAMERA: return NULL; case SHD_VECT_TRANSFORM_SPACE_WORLD: return RE_render_current_get_matrix(RE_VIEWINV_MATRIX); case SHD_VECT_TRANSFORM_SPACE_OBJECT: return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV); } break; } return NULL; } static void node_shader_exec_vect_transform(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out) { float vec[4]; const float (*mat)[4]; if (data) { NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage; nodestack_get_vec(vec, SOCK_VECTOR, in[0]); if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) vec[3] = 1.0f; else vec[3] = 0.0f; mat = get_matrix_from_to((ShaderCallData *)data, nodeprop->convert_from, nodeprop->convert_to); if (mat) { mul_m4_v4((float(*)[4])mat, vec); } if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL) normalize_v3(vec); copy_v4_v4(out[0]->vec, vec); } } static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to) { switch (from) { case SHD_VECT_TRANSFORM_SPACE_OBJECT: switch (to) { case SHD_VECT_TRANSFORM_SPACE_OBJECT: return NULL; case SHD_VECT_TRANSFORM_SPACE_WORLD: return GPU_builtin(GPU_OBJECT_MATRIX); case SHD_VECT_TRANSFORM_SPACE_CAMERA: return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX); } break; case SHD_VECT_TRANSFORM_SPACE_WORLD: switch (to) { case SHD_VECT_TRANSFORM_SPACE_WORLD: return NULL; case SHD_VECT_TRANSFORM_SPACE_CAMERA: return GPU_builtin(GPU_VIEW_MATRIX); case SHD_VECT_TRANSFORM_SPACE_OBJECT: return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX); } break; case SHD_VECT_TRANSFORM_SPACE_CAMERA: switch (to) { case SHD_VECT_TRANSFORM_SPACE_CAMERA: return NULL; case SHD_VECT_TRANSFORM_SPACE_WORLD: return GPU_builtin(GPU_INVERSE_VIEW_MATRIX); case SHD_VECT_TRANSFORM_SPACE_OBJECT: return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX); } break; } return NULL; } static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { struct GPUNodeLink *inputlink; struct GPUNodeLink *fromto; int ret = 0; const char *vtransform = "direction_transform_m4v3"; const char *ptransform = "point_transform_m4v3"; const char *func_name = 0; bool new_shading = GPU_material_use_new_shading_nodes(mat); NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage; if (in[0].hasinput) inputlink = in[0].link; else inputlink = GPU_uniform(in[0].vec); fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to); func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform; if (fromto) { if (new_shading) { /* For cycles we have inverted Z */ /* TODO: pass here the correct matrices */ if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA && nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) { ret = GPU_link(mat, "invert_z", inputlink, &inputlink); } ret = GPU_link(mat, func_name, inputlink, fromto, &out[0].link); if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA && nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) { ret = GPU_link(mat, "invert_z", out[0].link, &out[0].link); } } else { ret = GPU_link(mat, func_name, inputlink, fromto, &out[0].link); } } else ret = GPU_link(mat, "set_rgb", inputlink, &out[0].link); if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL) return GPU_link(mat, "vect_normalize", out[0].link, &out[0].link); return ret; } void register_node_type_sh_vect_transform(void) { static bNodeType ntype; sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_CONVERTOR, 0); node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING); node_type_init(&ntype, node_shader_init_vect_transform); node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out); node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage); node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_transform); node_type_gpu(&ntype, gpu_shader_vect_transform); nodeRegisterType(&ntype); }