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blender-archive/source/blender/nodes/shader/nodes/node_shader_vectTransform.c

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6.3 KiB
C

/*
* ***** 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;
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)
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);
}