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

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4.9 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) 2005 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_vectMath.c
* \ingroup shdnodes
*/
#include "node_shader_util.h"
/* **************** VECTOR MATH ******************** */
static bNodeSocketTemplate sh_node_vect_math_in[] = {
{ SOCK_VECTOR, 1, N_("Vector"), 0.5f, 0.5f, 0.5f, 1.0f, -10000.0f, 10000.0f, PROP_NONE},
{ 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_math_out[] = {
{ SOCK_VECTOR, 0, N_("Vector")},
{ SOCK_FLOAT, 0, N_("Value")},
{ -1, 0, "" }
};
static void node_shader_exec_vect_math(void *UNUSED(data), int UNUSED(thread), bNode *node, bNodeExecData *UNUSED(execdata), 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, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
static const 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], in, out);
break;
case 5:
if (in[0].hasinput || !in[1].hasinput) {
/* use only first item and terminator */
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
GPU_stack_link(mat, names[node->custom1], tmp_in, out);
}
else {
/* use only second item and terminator */
GPUNodeStack tmp_in[2];
memcpy(&tmp_in[0], &in[1], sizeof(GPUNodeStack));
memcpy(&tmp_in[1], &in[2], sizeof(GPUNodeStack));
GPU_stack_link(mat, names[node->custom1], tmp_in, out);
}
break;
default:
return 0;
}
return 1;
}
void register_node_type_sh_vect_math(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_OLD_SHADING | NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
node_type_label(&ntype, node_vect_math_label);
node_type_storage(&ntype, "node_vect_math", NULL, NULL);
node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_math);
node_type_gpu(&ntype, gpu_shader_vect_math);
nodeRegisterType(&ntype);
}