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Blender
V2.59
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00001 /* 00002 * $Id: SHD_vectMath.c 35237 2011-02-27 20:13:22Z jesterking $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * The Original Code is Copyright (C) 2005 Blender Foundation. 00021 * All rights reserved. 00022 * 00023 * The Original Code is: all of this file. 00024 * 00025 * Contributor(s): none yet. 00026 * 00027 * ***** END GPL LICENSE BLOCK ***** 00028 */ 00029 00036 #include "../SHD_util.h" 00037 00038 00039 /* **************** VECTOR MATH ******************** */ 00040 static bNodeSocketType sh_node_vect_math_in[]= { 00041 { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, 00042 { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f}, 00043 { -1, 0, "" } 00044 }; 00045 00046 static bNodeSocketType sh_node_vect_math_out[]= { 00047 { SOCK_VECTOR, 0, "Vector", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, 00048 { SOCK_VALUE, 0, "Value", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f}, 00049 { -1, 0, "" } 00050 }; 00051 00052 static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out) 00053 { 00054 float vec1[3], vec2[3]; 00055 00056 nodestack_get_vec(vec1, SOCK_VECTOR, in[0]); 00057 nodestack_get_vec(vec2, SOCK_VECTOR, in[1]); 00058 00059 if(node->custom1 == 0) { /* Add */ 00060 out[0]->vec[0]= vec1[0] + vec2[0]; 00061 out[0]->vec[1]= vec1[1] + vec2[1]; 00062 out[0]->vec[2]= vec1[2] + vec2[2]; 00063 00064 out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; 00065 } 00066 else if(node->custom1 == 1) { /* Subtract */ 00067 out[0]->vec[0]= vec1[0] - vec2[0]; 00068 out[0]->vec[1]= vec1[1] - vec2[1]; 00069 out[0]->vec[2]= vec1[2] - vec2[2]; 00070 00071 out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; 00072 } 00073 else if(node->custom1 == 2) { /* Average */ 00074 out[0]->vec[0]= vec1[0] + vec2[0]; 00075 out[0]->vec[1]= vec1[1] + vec2[1]; 00076 out[0]->vec[2]= vec1[2] + vec2[2]; 00077 00078 out[1]->vec[0] = normalize_v3( out[0]->vec ); 00079 } 00080 else if(node->custom1 == 3) { /* Dot product */ 00081 out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]); 00082 } 00083 else if(node->custom1 == 4) { /* Cross product */ 00084 out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]); 00085 out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]); 00086 out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]); 00087 00088 out[1]->vec[0] = normalize_v3( out[0]->vec ); 00089 } 00090 else if(node->custom1 == 5) { /* Normalize */ 00091 if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ 00092 out[0]->vec[0]= vec1[0]; 00093 out[0]->vec[1]= vec1[1]; 00094 out[0]->vec[2]= vec1[2]; 00095 } 00096 else { 00097 out[0]->vec[0]= vec2[0]; 00098 out[0]->vec[1]= vec2[1]; 00099 out[0]->vec[2]= vec2[2]; 00100 } 00101 00102 out[1]->vec[0] = normalize_v3( out[0]->vec ); 00103 } 00104 00105 } 00106 00107 static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) 00108 { 00109 static const char *names[] = {"vec_math_add", "vec_math_sub", 00110 "vec_math_average", "vec_math_dot", "vec_math_cross", 00111 "vec_math_normalize"}; 00112 00113 switch (node->custom1) { 00114 case 0: 00115 case 1: 00116 case 2: 00117 case 3: 00118 case 4: 00119 GPU_stack_link(mat, names[node->custom1], NULL, out, 00120 GPU_socket(&in[0]), GPU_socket(&in[1])); 00121 break; 00122 case 5: 00123 if(in[0].hasinput || !in[1].hasinput) 00124 GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0])); 00125 else 00126 GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1])); 00127 break; 00128 default: 00129 return 0; 00130 } 00131 00132 return 1; 00133 } 00134 00135 void register_node_type_sh_vect_math(ListBase *lb) 00136 { 00137 static bNodeType ntype; 00138 00139 node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, NODE_OPTIONS, 00140 sh_node_vect_math_in, sh_node_vect_math_out); 00141 node_type_size(&ntype, 80, 75, 140); 00142 node_type_label(&ntype, node_vect_math_label); 00143 node_type_storage(&ntype, "node_vect_math", NULL, NULL); 00144 node_type_exec(&ntype, node_shader_exec_vect_math); 00145 node_type_gpu(&ntype, gpu_shader_vect_math); 00146 00147 nodeRegisterType(lb, &ntype); 00148 } 00149 00150