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

node_shader_vector_rotate.cc « nodes « shader « nodes « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 06df87f3d048efa37c973a6a387a47b425322cb2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
/*
 * 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"

namespace blender::nodes::node_shader_vector_rotate_cc {

static void sh_node_vector_rotate_declare(NodeDeclarationBuilder &b)
{
  b.is_function_node();
  b.add_input<decl::Vector>(N_("Vector")).min(0.0f).max(1.0f).hide_value();
  b.add_input<decl::Vector>(N_("Center"));
  b.add_input<decl::Vector>(N_("Axis")).min(-1.0f).max(1.0f).default_value({0.0f, 0.0f, 1.0f});
  b.add_input<decl::Float>(N_("Angle")).subtype(PROP_ANGLE);
  b.add_input<decl::Vector>(N_("Rotation")).subtype(PROP_EULER);
  b.add_output<decl::Vector>(N_("Vector"));
};

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;
}

using blender::float3;

static float3 sh_node_vector_rotate_around_axis(const float3 vector,
                                                const float3 center,
                                                const float3 axis,
                                                const float angle)
{
  float3 result = vector - center;
  float mat[3][3];
  axis_angle_to_mat3(mat, axis, angle);
  mul_m3_v3(mat, result);
  return result + center;
}

static float3 sh_node_vector_rotate_euler(const float3 vector,
                                          const float3 center,
                                          const float3 rotation,
                                          const bool invert)
{
  float mat[3][3];
  float3 result = vector - center;
  eul_to_mat3(mat, rotation);
  if (invert) {
    invert_m3(mat);
  }
  mul_m3_v3(mat, result);
  return result + center;
}

static const blender::fn::MultiFunction *get_multi_function(bNode &node)
{
  bool invert = node.custom2;
  const int mode = node.custom1;

  switch (mode) {
    case NODE_VECTOR_ROTATE_TYPE_AXIS: {
      if (invert) {
        static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
            "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
              return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
            }};
        return &fn;
      }
      static blender::fn::CustomMF_SI_SI_SI_SI_SO<float3, float3, float3, float, float3> fn{
          "Rotate Axis", [](float3 in, float3 center, float3 axis, float angle) {
            return sh_node_vector_rotate_around_axis(in, center, axis, angle);
          }};
      return &fn;
    }
    case NODE_VECTOR_ROTATE_TYPE_AXIS_X: {
      float3 axis = float3(1.0f, 0.0f, 0.0f);
      if (invert) {
        static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
            "Rotate X-Axis", [=](float3 in, float3 center, float angle) {
              return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
            }};
        return &fn;
      }
      static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
          "Rotate X-Axis", [=](float3 in, float3 center, float angle) {
            return sh_node_vector_rotate_around_axis(in, center, axis, angle);
          }};
      return &fn;
    }
    case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: {
      float3 axis = float3(0.0f, 1.0f, 0.0f);
      if (invert) {
        static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
            "Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
              return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
            }};
        return &fn;
      }
      static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
          "Rotate Y-Axis", [=](float3 in, float3 center, float angle) {
            return sh_node_vector_rotate_around_axis(in, center, axis, angle);
          }};
      return &fn;
    }
    case NODE_VECTOR_ROTATE_TYPE_AXIS_Z: {
      float3 axis = float3(0.0f, 0.0f, 1.0f);
      if (invert) {
        static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
            "Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
              return sh_node_vector_rotate_around_axis(in, center, axis, -angle);
            }};
        return &fn;
      }
      static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float, float3> fn{
          "Rotate Z-Axis", [=](float3 in, float3 center, float angle) {
            return sh_node_vector_rotate_around_axis(in, center, axis, angle);
          }};
      return &fn;
    }
    case NODE_VECTOR_ROTATE_TYPE_EULER_XYZ: {
      if (invert) {
        static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
            "Rotate Euler", [](float3 in, float3 center, float3 rotation) {
              return sh_node_vector_rotate_euler(in, center, rotation, true);
            }};
        return &fn;
      }
      static blender::fn::CustomMF_SI_SI_SI_SO<float3, float3, float3, float3> fn{
          "Rotate Euler", [](float3 in, float3 center, float3 rotation) {
            return sh_node_vector_rotate_euler(in, center, rotation, false);
          }};
      return &fn;
    }
    default:
      BLI_assert_unreachable();
      return nullptr;
  }
}

static void sh_node_vector_rotate_build_multi_function(
    blender::nodes::NodeMultiFunctionBuilder &builder)
{
  const blender::fn::MultiFunction *fn = get_multi_function(builder.node());
  builder.set_matching_fn(fn);
}

static void node_shader_update_vector_rotate(bNodeTree *ntree, bNode *node)
{
  bNodeSocket *sock_rotation = nodeFindSocket(node, SOCK_IN, "Rotation");
  nodeSetSocketAvailability(
      ntree, sock_rotation, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
  bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis");
  nodeSetSocketAvailability(ntree, sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS));
  bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle");
  nodeSetSocketAvailability(
      ntree, sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ));
}

}  // namespace blender::nodes::node_shader_vector_rotate_cc

void register_node_type_sh_vector_rotate()
{
  namespace file_ns = blender::nodes::node_shader_vector_rotate_cc;

  static bNodeType ntype;

  sh_fn_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR);
  ntype.declare = file_ns::sh_node_vector_rotate_declare;
  node_type_gpu(&ntype, file_ns::gpu_shader_vector_rotate);
  node_type_update(&ntype, file_ns::node_shader_update_vector_rotate);
  ntype.build_multi_function = file_ns::sh_node_vector_rotate_build_multi_function;

  nodeRegisterType(&ntype);
}