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/*
* Copyright 2011-2020 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Vector Rotate */
ccl_device void svm_node_vector_rotate(ShaderData *sd,
float *stack,
uint input_stack_offsets,
uint axis_stack_offsets,
uint result_stack_offset)
{
uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
angle_stack_offset;
svm_unpack_node_uchar3(input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset);
svm_unpack_node_uchar3(
axis_stack_offsets, ¢er_stack_offset, &axis_stack_offset, &angle_stack_offset);
float3 vector = stack_load_float3(stack, vector_stack_offset);
float3 center = stack_load_float3(stack, center_stack_offset);
float3 result = make_float3(0.0f, 0.0f, 0.0f);
if (type != NODE_VECTOR_ROTATE_TYPE_AXIS && type != NODE_VECTOR_ROTATE_TYPE_AXIS_X &&
type != NODE_VECTOR_ROTATE_TYPE_AXIS_Y && type != NODE_VECTOR_ROTATE_TYPE_AXIS_Z) {
float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_EULER_XZY:
rotation = make_float3(-rotation.x, -rotation.z, -rotation.y);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_YXZ:
rotation = make_float3(-rotation.y, -rotation.x, -rotation.z);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_YZX:
rotation = make_float3(rotation.y, rotation.z, rotation.x);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_ZXY:
rotation = make_float3(rotation.z, rotation.x, rotation.y);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_ZYX:
rotation = make_float3(-rotation.z, -rotation.y, -rotation.x);
break;
}
Transform rotationTransform = euler_to_transform(rotation);
result = transform_direction(&rotationTransform, vector - center) + center;
}
else {
float3 axis;
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
axis = make_float3(1.0f, 0.0f, 0.0f);
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
axis = make_float3(0.0f, 1.0f, 0.0f);
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = make_float3(0.0f, 0.0f, 1.0f);
break;
default:
axis = normalize(stack_load_float3(stack, axis_stack_offset));
break;
}
float angle = stack_load_float(stack, angle_stack_offset);
result = is_zero(axis) ? vector : rotate_around_axis(vector - center, axis, angle) + center;
}
/* Output */
if (stack_valid(result_stack_offset)) {
stack_store_float3(stack, result_stack_offset, result);
}
}
CCL_NAMESPACE_END
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