/* * Copyright 2013, Blender Foundation. * * 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. */ #include "stdosl.h" shader node_vector_transform( string type = "Vector", string convert_from = "World", string convert_to = "Object", vector VectorIn = vector(0.0, 0.0, 0.0), output vector VectorOut = vector(0.0, 0.0, 0.0)) { /* OSL uses lower case variable names here */ string from = "world"; string to = "object"; if (convert_from == "Object") from = "object"; else if (convert_from == "Camera") from = "camera"; if (convert_to == "World") to = "world"; else if (convert_to == "Camera") to = "camera"; if (type == "Vector") { VectorOut = transform(from, to, VectorIn); } else if (type == "Point") { point Point = point(VectorIn[0], VectorIn[1], VectorIn[2]); VectorOut = transform(from, to, Point); } }