201 lines
6.3 KiB
C
201 lines
6.3 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/shader/nodes/node_shader_vectTransform.c
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* \ingroup shdnodes
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*/
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#include "../node_shader_util.h"
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/* **************** Vector Transform ******************** */
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static bNodeSocketTemplate sh_node_vect_transform_in[] = {
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{ SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
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{ -1, 0, "" }
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};
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static bNodeSocketTemplate sh_node_vect_transform_out[] = {
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{ SOCK_VECTOR, 0, N_("Vector")},
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{ -1, 0, "" }
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};
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static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *node)
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{
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NodeShaderVectTransform *vect = MEM_callocN(sizeof(NodeShaderVectTransform), "NodeShaderVectTransform");
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/* Convert World into Object Space per default */
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vect->convert_to = 1;
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node->storage = vect;
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}
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static const float (* get_matrix_from_to(ShaderCallData *scd, short from, short to))[4]
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{
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switch (from) {
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return NULL;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OB);
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEW);
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}
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break;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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return NULL;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return RE_render_current_get_matrix(RE_VIEW_MATRIX);
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_OBINV);
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}
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return NULL;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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return RE_render_current_get_matrix(RE_VIEWINV_MATRIX);
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return RE_object_instance_get_matrix(scd->shi->obi, RE_OBJECT_INSTANCE_MATRIX_LOCALTOVIEWINV);
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}
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break;
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}
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return NULL;
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}
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static void node_shader_exec_vect_transform(void *data, int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), bNodeStack **in, bNodeStack **out)
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{
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float vec[4];
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const float (*mat)[4];
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if (data) {
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NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
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nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
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if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT)
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vec[3] = 1.0f;
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else
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vec[3] = 0.0f;
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mat = get_matrix_from_to((ShaderCallData *)data, nodeprop->convert_from, nodeprop->convert_to);
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if (mat) {
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mul_m4_v4((float(*)[4])mat, vec);
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}
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if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
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normalize_v3(vec);
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copy_v4_v4(out[0]->vec, vec);
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}
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}
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static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
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{
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switch (from) {
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return NULL;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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return GPU_builtin(GPU_OBJECT_MATRIX);
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
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}
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break;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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return NULL;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return GPU_builtin(GPU_VIEW_MATRIX);
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
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}
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return NULL;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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return GPU_builtin(GPU_INVERSE_VIEW_MATRIX);
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
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}
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break;
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}
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return NULL;
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}
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static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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struct GPUNodeLink *inputlink;
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struct GPUNodeLink *fromto;
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int ret = 0;
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const char *vtransform = "direction_transform_m4v3";
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const char *ptransform = "point_transform_m4v3";
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const char *func_name = 0;
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NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
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if (in[0].hasinput)
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inputlink = in[0].link;
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else
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inputlink = GPU_uniform(in[0].vec);
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fromto = get_gpulink_matrix_from_to(nodeprop->convert_from, nodeprop->convert_to);
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func_name = (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_POINT) ? ptransform : vtransform;
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if (fromto)
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ret = GPU_link(mat, func_name, inputlink, fromto, &out[0].link);
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else
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ret = GPU_link(mat, "set_rgb", inputlink, &out[0].link);
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if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL)
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return GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
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return ret;
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}
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void register_node_type_sh_vect_transform(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_CONVERTOR, 0);
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node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
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node_type_init(&ntype, node_shader_init_vect_transform);
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node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out);
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node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
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node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_transform);
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node_type_gpu(&ntype, gpu_shader_vect_transform);
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nodeRegisterType(&ntype);
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}
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