* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
74 lines
2.3 KiB
Plaintext
74 lines
2.3 KiB
Plaintext
/*
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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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#include "stdcycles.h"
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point safe_divide(point a, point b)
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{
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return point((b[0] != 0.0) ? a[0] / b[0] : 0.0,
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(b[1] != 0.0) ? a[1] / b[1] : 0.0,
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(b[2] != 0.0) ? a[2] / b[2] : 0.0);
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}
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matrix euler_to_mat(point euler)
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{
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float cx = cos(euler[0]);
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float cy = cos(euler[1]);
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float cz = cos(euler[2]);
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float sx = sin(euler[0]);
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float sy = sin(euler[1]);
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float sz = sin(euler[2]);
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matrix mat = matrix(1.0);
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mat[0][0] = cy * cz;
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mat[0][1] = cy * sz;
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mat[0][2] = -sy;
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mat[1][0] = sy * sx * cz - cx * sz;
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mat[1][1] = sy * sx * sz + cx * cz;
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mat[1][2] = cy * sx;
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mat[2][0] = sy * cx * cz + sx * sz;
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mat[2][1] = sy * cx * sz - sx * cz;
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mat[2][2] = cy * cx;
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return mat;
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}
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shader node_mapping(string mapping_type = "point",
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point VectorIn = point(0.0, 0.0, 0.0),
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point Location = point(0.0, 0.0, 0.0),
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point Rotation = point(0.0, 0.0, 0.0),
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point Scale = point(1.0, 1.0, 1.0),
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output point VectorOut = point(0.0, 0.0, 0.0))
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{
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if (mapping_type == "point") {
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VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location;
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}
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else if (mapping_type == "texture") {
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VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)),
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Scale);
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}
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else if (mapping_type == "vector") {
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VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale));
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}
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else if (mapping_type == "normal") {
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VectorOut = normalize((vector)transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale)));
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}
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else {
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warning("%s", "Unknown Mapping vector type!");
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}
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}
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