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blender-archive/source/blender/nodes/intern/SHD_nodes/SHD_vectMath.c
Campbell Barton 8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00

148 lines
4.4 KiB
C

/**
* $Id$
*
* ***** 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../SHD_util.h"
/* **************** VECTOR MATH ******************** */
static bNodeSocketType sh_node_vect_math_in[]= {
{ SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType sh_node_vect_math_out[]= {
{ SOCK_VECTOR, 0, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out)
{
float vec1[3], vec2[3];
nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);
if(node->custom1 == 0) { /* Add */
out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
}
else if(node->custom1 == 1) { /* Subtract */
out[0]->vec[0]= vec1[0] - vec2[0];
out[0]->vec[1]= vec1[1] - vec2[1];
out[0]->vec[2]= vec1[2] - vec2[2];
out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3;
}
else if(node->custom1 == 2) { /* Average */
out[0]->vec[0]= vec1[0] + vec2[0];
out[0]->vec[1]= vec1[1] + vec2[1];
out[0]->vec[2]= vec1[2] + vec2[2];
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
else if(node->custom1 == 3) { /* Dot product */
out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]);
}
else if(node->custom1 == 4) { /* Cross product */
out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]);
out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]);
out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]);
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
else if(node->custom1 == 5) { /* Normalize */
if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */
out[0]->vec[0]= vec1[0];
out[0]->vec[1]= vec1[1];
out[0]->vec[2]= vec1[2];
}
else {
out[0]->vec[0]= vec2[0];
out[0]->vec[1]= vec2[1];
out[0]->vec[2]= vec2[2];
}
out[1]->vec[0] = normalize_v3( out[0]->vec );
}
}
static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out)
{
static char *names[] = {"vec_math_add", "vec_math_sub",
"vec_math_average", "vec_math_dot", "vec_math_cross",
"vec_math_normalize"};
switch (node->custom1) {
case 0:
case 1:
case 2:
case 3:
case 4:
GPU_stack_link(mat, names[node->custom1], NULL, out,
GPU_socket(&in[0]), GPU_socket(&in[1]));
break;
case 5:
if(in[0].hasinput || !in[1].hasinput)
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0]));
else
GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1]));
break;
default:
return 0;
}
return 1;
}
bNodeType sh_node_vect_math= {
/* *next,*prev */ NULL, NULL,
/* type code */ SH_NODE_VECT_MATH,
/* name */ "Vector Math",
/* width+range */ 80, 75, 140,
/* class+opts */ NODE_CLASS_CONVERTOR, NODE_OPTIONS,
/* input sock */ sh_node_vect_math_in,
/* output sock */ sh_node_vect_math_out,
/* storage */ "node_vect_math",
/* execfunc */ node_shader_exec_vect_math,
/* butfunc */ NULL,
/* initfunc */ NULL,
/* freestoragefunc */ NULL,
/* copystoragefunc */ NULL,
/* id */ NULL, NULL, NULL,
/* gpufunc */ gpu_shader_vect_math
};