Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
110 lines
3.5 KiB
C++
110 lines
3.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Vector Transform */
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ccl_device_noinline void svm_node_vector_transform(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint itype, ifrom, ito;
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uint vector_in, vector_out;
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svm_unpack_node_uchar3(node.y, &itype, &ifrom, &ito);
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svm_unpack_node_uchar2(node.z, &vector_in, &vector_out);
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float3 in = stack_load_float3(stack, vector_in);
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NodeVectorTransformType type = (NodeVectorTransformType)itype;
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NodeVectorTransformConvertSpace from = (NodeVectorTransformConvertSpace)ifrom;
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NodeVectorTransformConvertSpace to = (NodeVectorTransformConvertSpace)ito;
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Transform tfm;
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bool is_object = (sd->object != OBJECT_NONE);
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bool is_direction = (type == NODE_VECTOR_TRANSFORM_TYPE_VECTOR ||
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type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
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/* From world */
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if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD) {
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
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tfm = kernel_data.cam.worldtocamera;
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if (is_direction)
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in = transform_direction(&tfm, in);
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else
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in = transform_point(&tfm, in);
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}
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else if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
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if (is_direction)
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object_inverse_dir_transform(kg, sd, &in);
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else
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object_inverse_position_transform(kg, sd, &in);
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}
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}
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/* From camera */
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else if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD ||
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to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT) {
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tfm = kernel_data.cam.cameratoworld;
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if (is_direction)
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in = transform_direction(&tfm, in);
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else
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in = transform_point(&tfm, in);
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}
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
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if (is_direction)
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object_inverse_dir_transform(kg, sd, &in);
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else
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object_inverse_position_transform(kg, sd, &in);
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}
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}
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/* From object */
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else if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT) {
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if ((to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD ||
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to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) &&
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is_object) {
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if (is_direction)
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object_dir_transform(kg, sd, &in);
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else
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object_position_transform(kg, sd, &in);
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}
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
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tfm = kernel_data.cam.worldtocamera;
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if (is_direction)
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in = transform_direction(&tfm, in);
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else
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in = transform_point(&tfm, in);
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}
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}
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/* Normalize Normal */
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if (type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL)
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in = normalize(in);
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/* Output */
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if (stack_valid(vector_out)) {
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stack_store_float3(stack, vector_out, in);
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}
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}
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CCL_NAMESPACE_END
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