Cycles: Vector Rotate Node using Axis and Angle method

This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods.

Reviewed By: #cycles, brecht

Differential Revision: https://developer.blender.org/D3789
This commit is contained in:
Charlie Jolly 2020-02-17 15:15:46 +00:00 committed by Charlie Jolly
parent ab3a6e050c
commit 20a4cdfd70
23 changed files with 546 additions and 1 deletions

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@ -323,6 +323,12 @@ static ShaderNode *add_node(Scene *scene,
vector_math_node->type = (NodeVectorMathType)b_vector_math_node.operation();
node = vector_math_node;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorRotate)) {
BL::ShaderNodeVectorRotate b_vector_rotate_node(b_node);
VectorRotateNode *vector_rotate_node = new VectorRotateNode();
vector_rotate_node->type = (NodeVectorRotateType)b_vector_rotate_node.rotation_type();
node = vector_rotate_node;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
VectorTransformNode *vtransform = new VectorTransformNode();

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@ -228,6 +228,7 @@ set(SRC_SVM_HEADERS
svm/svm_fractal_noise.h
svm/svm_types.h
svm/svm_value.h
svm/svm_vector_rotate.h
svm/svm_vector_transform.h
svm/svm_voronoi.h
svm/svm_voxel.h

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@ -78,6 +78,7 @@ set(SRC_OSL
node_value.osl
node_vector_curves.osl
node_vector_math.osl
node_vector_rotate.osl
node_vector_transform.osl
node_velvet_bsdf.osl
node_vertex_color.osl

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@ -87,3 +87,24 @@ point wrap(point value, point max, point min)
wrap(value[1], max[1], min[1]),
wrap(value[2], max[2], min[2]));
}
matrix euler_to_mat(point euler)
{
float cx = cos(euler[0]);
float cy = cos(euler[1]);
float cz = cos(euler[2]);
float sx = sin(euler[0]);
float sy = sin(euler[1]);
float sz = sin(euler[2]);
matrix mat = matrix(1.0);
mat[0][0] = cy * cz;
mat[0][1] = cy * sz;
mat[0][2] = -sy;
mat[1][0] = sy * sx * cz - cx * sz;
mat[1][1] = sy * sx * sz + cx * cz;
mat[1][2] = cy * sx;
+mat[2][0] = sy * cx * cz + sx * sz;
mat[2][1] = sy * cx * sz - sx * cz;
mat[2][2] = cy * cx;
return mat;
}

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@ -0,0 +1,70 @@
/*
* Copyright 2011-2020 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdcycles.h"
#include "node_math.h"
shader node_vector_rotate(string type = "axis",
vector VectorIn = vector(0.0, 0.0, 0.0),
point Center = point(0.0, 0.0, 0.0),
point Rotation = point(0.0, 0.0, 0.0),
vector Axis = vector(0.0, 0.0, 1.0),
float Angle = 0.0,
output vector VectorOut = vector(0.0, 0.0, 0.0))
{
if (type == "euler_xyz") {
VectorOut = transform(euler_to_mat(Rotation), VectorIn - Center) + Center;
}
else if (type == "euler_xzy") {
VectorOut = transform(euler_to_mat(point(-Rotation[0], -Rotation[2], -Rotation[1])),
VectorIn - Center) +
Center;
}
else if (type == "euler_yxz") {
VectorOut = transform(euler_to_mat(point(-Rotation[1], -Rotation[0], -Rotation[2])),
VectorIn - Center) +
Center;
}
else if (type == "euler_yzx") {
VectorOut = transform(euler_to_mat(point(Rotation[1], Rotation[2], Rotation[0])),
VectorIn - Center) +
Center;
}
else if (type == "euler_zxy") {
VectorOut = transform(euler_to_mat(point(Rotation[2], Rotation[0], Rotation[1])),
VectorIn - Center) +
Center;
}
else if (type == "euler_zyx") {
VectorOut = transform(euler_to_mat(point(-Rotation[2], -Rotation[1], -Rotation[0])),
VectorIn - Center) +
Center;
}
else if (type == "x_axis") {
VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
}
else if (type == "y_axis") {
VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
}
else if (type == "z_axis") {
VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
}
else { // axis
VectorOut = (length(Axis) != 0.0) ?
rotate(VectorIn - Center, Angle, point(0.0), Axis) + Center :
VectorIn;
}
}

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@ -200,6 +200,7 @@ CCL_NAMESPACE_END
#include "kernel/svm/svm_voronoi.h"
#include "kernel/svm/svm_checker.h"
#include "kernel/svm/svm_brick.h"
#include "kernel/svm/svm_vector_rotate.h"
#include "kernel/svm/svm_vector_transform.h"
#include "kernel/svm/svm_voxel.h"
#include "kernel/svm/svm_bump.h"
@ -513,6 +514,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
case NODE_COMBINE_HSV:
svm_node_combine_hsv(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
case NODE_VECTOR_ROTATE:
svm_node_vector_rotate(sd, stack, node.y, node.z, node.w);
break;
case NODE_VECTOR_TRANSFORM:
svm_node_vector_transform(kg, sd, stack, node);
break;

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@ -153,6 +153,7 @@ typedef enum ShaderNodeType {
NODE_AOV_START,
NODE_AOV_VALUE,
NODE_AOV_COLOR,
NODE_VECTOR_ROTATE,
} ShaderNodeType;
typedef enum NodeAttributeType {
@ -351,6 +352,19 @@ typedef enum NodeMappingType {
NODE_MAPPING_TYPE_NORMAL
} NodeMappingType;
typedef enum NodeVectorRotateType {
NODE_VECTOR_ROTATE_TYPE_AXIS,
NODE_VECTOR_ROTATE_TYPE_AXIS_X,
NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
NODE_VECTOR_ROTATE_TYPE_AXIS_Z,
NODE_VECTOR_ROTATE_TYPE_EULER_XYZ,
NODE_VECTOR_ROTATE_TYPE_EULER_XZY,
NODE_VECTOR_ROTATE_TYPE_EULER_YXZ,
NODE_VECTOR_ROTATE_TYPE_EULER_YZX,
NODE_VECTOR_ROTATE_TYPE_EULER_ZXY,
NODE_VECTOR_ROTATE_TYPE_EULER_ZYX,
} NodeVectorRotateType;
typedef enum NodeVectorTransformType {
NODE_VECTOR_TRANSFORM_TYPE_VECTOR,
NODE_VECTOR_TRANSFORM_TYPE_POINT,

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@ -0,0 +1,87 @@
/*
* Copyright 2011-2020 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Vector Rotate */
ccl_device void svm_node_vector_rotate(ShaderData *sd,
float *stack,
uint input_stack_offsets,
uint axis_stack_offsets,
uint result_stack_offset)
{
uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
angle_stack_offset;
svm_unpack_node_uchar3(input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset);
svm_unpack_node_uchar3(
axis_stack_offsets, &center_stack_offset, &axis_stack_offset, &angle_stack_offset);
float3 vector = stack_load_float3(stack, vector_stack_offset);
float3 center = stack_load_float3(stack, center_stack_offset);
float3 result = make_float3(0.0f, 0.0f, 0.0f);
if (type != NODE_VECTOR_ROTATE_TYPE_AXIS && type != NODE_VECTOR_ROTATE_TYPE_AXIS_X &&
type != NODE_VECTOR_ROTATE_TYPE_AXIS_Y && type != NODE_VECTOR_ROTATE_TYPE_AXIS_Z) {
float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_EULER_XZY:
rotation = make_float3(-rotation.x, -rotation.z, -rotation.y);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_YXZ:
rotation = make_float3(-rotation.y, -rotation.x, -rotation.z);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_YZX:
rotation = make_float3(rotation.y, rotation.z, rotation.x);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_ZXY:
rotation = make_float3(rotation.z, rotation.x, rotation.y);
break;
case NODE_VECTOR_ROTATE_TYPE_EULER_ZYX:
rotation = make_float3(-rotation.z, -rotation.y, -rotation.x);
break;
}
Transform rotationTransform = euler_to_transform(rotation);
result = transform_direction(&rotationTransform, vector - center) + center;
}
else {
float3 axis;
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
axis = make_float3(1.0f, 0.0f, 0.0f);
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
axis = make_float3(0.0f, 1.0f, 0.0f);
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = make_float3(0.0f, 0.0f, 1.0f);
break;
default:
axis = normalize(stack_load_float3(stack, axis_stack_offset));
break;
}
float angle = stack_load_float(stack, angle_stack_offset);
result = is_zero(axis) ? vector : rotate_around_axis(vector - center, axis, angle) + center;
}
/* Output */
if (stack_valid(result_stack_offset)) {
stack_store_float3(stack, result_stack_offset, result);
}
}
CCL_NAMESPACE_END

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@ -6131,6 +6131,64 @@ void VectorMathNode::compile(OSLCompiler &compiler)
compiler.add(this, "node_vector_math");
}
/* Vector Rotate */
NODE_DEFINE(VectorRotateNode)
{
NodeType *type = NodeType::add("vector_rotate", create, NodeType::SHADER);
static NodeEnum type_enum;
type_enum.insert("axis", NODE_VECTOR_ROTATE_TYPE_AXIS);
type_enum.insert("x_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_X);
type_enum.insert("y_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Y);
type_enum.insert("z_axis", NODE_VECTOR_ROTATE_TYPE_AXIS_Z);
type_enum.insert("euler_xyz", NODE_VECTOR_ROTATE_TYPE_EULER_XYZ);
type_enum.insert("euler_xzy", NODE_VECTOR_ROTATE_TYPE_EULER_XZY);
type_enum.insert("euler_yxz", NODE_VECTOR_ROTATE_TYPE_EULER_YXZ);
type_enum.insert("euler_yzx", NODE_VECTOR_ROTATE_TYPE_EULER_YZX);
type_enum.insert("euler_zxy", NODE_VECTOR_ROTATE_TYPE_EULER_ZXY);
type_enum.insert("euler_zyx", NODE_VECTOR_ROTATE_TYPE_EULER_ZYX);
SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_ROTATE_TYPE_AXIS);
SOCKET_IN_VECTOR(vector, "Vector", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_IN_POINT(rotation, "Rotation", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_IN_POINT(center, "Center", make_float3(0.0f, 0.0f, 0.0f));
SOCKET_IN_VECTOR(axis, "Axis", make_float3(0.0f, 0.0f, 1.0f));
SOCKET_IN_FLOAT(angle, "Angle", 0.0f);
SOCKET_OUT_VECTOR(vector, "Vector");
return type;
}
VectorRotateNode::VectorRotateNode() : ShaderNode(node_type)
{
}
void VectorRotateNode::compile(SVMCompiler &compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderInput *rotation_in = input("Rotation");
ShaderInput *center_in = input("Center");
ShaderInput *axis_in = input("Axis");
ShaderInput *angle_in = input("Angle");
ShaderOutput *vector_out = output("Vector");
compiler.add_node(NODE_VECTOR_ROTATE,
compiler.encode_uchar4(type,
compiler.stack_assign(vector_in),
compiler.stack_assign(rotation_in)),
compiler.encode_uchar4(compiler.stack_assign(center_in),
compiler.stack_assign(axis_in),
compiler.stack_assign(angle_in)),
compiler.stack_assign(vector_out));
}
void VectorRotateNode::compile(OSLCompiler &compiler)
{
compiler.parameter(this, "type");
compiler.add(this, "node_vector_rotate");
}
/* VectorTransform */
NODE_DEFINE(VectorTransformNode)

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@ -1384,6 +1384,22 @@ class VectorMathNode : public ShaderNode {
NodeVectorMathType type;
};
class VectorRotateNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorRotateNode)
virtual int get_group()
{
return NODE_GROUP_LEVEL_3;
}
NodeVectorRotateType type;
float3 vector;
float3 center;
float3 axis;
float angle;
float3 rotation;
};
class VectorTransformNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorTransformNode)

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@ -264,6 +264,7 @@ shader_node_categories = [
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorRotate"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[

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@ -994,6 +994,7 @@ void BKE_nodetree_remove_layer_n(struct bNodeTree *ntree,
#define SH_NODE_VOLUME_INFO 705
#define SH_NODE_VERTEX_COLOR 706
#define SH_NODE_OUTPUT_AOV 707
#define SH_NODE_VECTOR_ROTATE 708
/* custom defines options for Material node */
// #define SH_NODE_MAT_DIFF 1

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@ -3975,6 +3975,7 @@ static void registerShaderNodes(void)
register_node_type_sh_clamp();
register_node_type_sh_math();
register_node_type_sh_vect_math();
register_node_type_sh_vector_rotate();
register_node_type_sh_vect_transform();
register_node_type_sh_squeeze();
register_node_type_sh_invert();

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@ -745,6 +745,11 @@ static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), Poin
uiItemR(layout, ptr, "vector_type", 0, NULL, ICON_NONE);
}
static void node_shader_buts_vector_rotate(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "rotation_type", 0, NULL, ICON_NONE);
}
static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
@ -1207,6 +1212,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_VECTOR_MATH:
ntype->draw_buttons = node_shader_buts_vect_math;
break;
case SH_NODE_VECTOR_ROTATE:
ntype->draw_buttons = node_shader_buts_vector_rotate;
break;
case SH_NODE_VECT_TRANSFORM:
ntype->draw_buttons = node_shader_buts_vect_transform;
break;

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@ -303,6 +303,7 @@ data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vector_rotate.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC)
data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)

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@ -119,6 +119,7 @@ extern char datatoc_gpu_shader_material_uv_map_glsl[];
extern char datatoc_gpu_shader_material_vector_curves_glsl[];
extern char datatoc_gpu_shader_material_vector_displacement_glsl[];
extern char datatoc_gpu_shader_material_vector_math_glsl[];
extern char datatoc_gpu_shader_material_vector_rotate_glsl[];
extern char datatoc_gpu_shader_material_velvet_glsl[];
extern char datatoc_gpu_shader_material_vertex_color_glsl[];
extern char datatoc_gpu_shader_material_volume_absorption_glsl[];
@ -527,6 +528,11 @@ static GPUMaterialLibrary gpu_shader_material_vector_math_library = {
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_vector_rotate_library = {
.code = datatoc_gpu_shader_material_vector_rotate_glsl,
.dependencies = {&gpu_shader_material_math_util_library, NULL},
};
static GPUMaterialLibrary gpu_shader_material_velvet_library = {
.code = datatoc_gpu_shader_material_velvet_glsl,
.dependencies = {&gpu_shader_material_diffuse_library, NULL},
@ -647,6 +653,7 @@ static GPUMaterialLibrary *gpu_material_libraries[] = {
&gpu_shader_material_vector_curves_library,
&gpu_shader_material_vector_displacement_library,
&gpu_shader_material_vector_math_library,
&gpu_shader_material_vector_rotate_library,
&gpu_shader_material_velvet_library,
&gpu_shader_material_vertex_color_library,
&gpu_shader_material_volume_absorption_library,
@ -879,4 +886,3 @@ char *gpu_material_library_generate_code(GSet *used_libraries, const char *frag_
return result;
}

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@ -0,0 +1,82 @@
vec3 rotate_around_axis(vec3 p, vec3 axis, float angle)
{
float costheta = cos(angle);
float sintheta = sin(angle);
vec3 r;
r.x = ((costheta + (1.0 - costheta) * axis.x * axis.x) * p.x) +
(((1.0 - costheta) * axis.x * axis.y - axis.z * sintheta) * p.y) +
(((1.0 - costheta) * axis.x * axis.z + axis.y * sintheta) * p.z);
r.y = (((1.0 - costheta) * axis.x * axis.y + axis.z * sintheta) * p.x) +
((costheta + (1.0 - costheta) * axis.y * axis.y) * p.y) +
(((1.0 - costheta) * axis.y * axis.z - axis.x * sintheta) * p.z);
r.z = (((1.0 - costheta) * axis.x * axis.z - axis.y * sintheta) * p.x) +
(((1.0 - costheta) * axis.y * axis.z + axis.x * sintheta) * p.y) +
((costheta + (1.0 - costheta) * axis.z * axis.z) * p.z);
return r;
}
void node_vector_rotate_axis_angle(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = (length(axis) != 0.0) ?
rotate_around_axis(vector_in - center, normalize(axis), angle) + center :
vector_in;
}
void node_vector_rotate_axis_x(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = rotate_around_axis(vector_in - center, vec3(1.0, 0.0, 0.0), angle) + center;
}
void node_vector_rotate_axis_y(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = rotate_around_axis(vector_in - center, vec3(0.0, 1.0, 0.0), angle) + center;
}
void node_vector_rotate_axis_z(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = rotate_around_axis(vector_in - center, vec3(0.0, 0.0, 1.0), angle) + center;
}
void node_vector_rotate_euler_xyz(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = euler_to_mat3(rotation) * (vector_in - center) + center;
}
void node_vector_rotate_euler_xzy(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = euler_to_mat3(-rotation.xzy) * (vector_in - center) + center;
}
void node_vector_rotate_euler_yxz(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = euler_to_mat3(-rotation.yxz) * (vector_in - center) + center;
}
void node_vector_rotate_euler_yzx(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = euler_to_mat3(rotation.yzx) * (vector_in - center) + center;
}
void node_vector_rotate_euler_zxy(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = euler_to_mat3(rotation.zxy) * (vector_in - center) + center;
}
void node_vector_rotate_euler_zyx(
vec3 vector_in, vec3 center, vec3 axis, float angle, vec3 rotation, out vec3 vec)
{
vec = euler_to_mat3(-rotation.zyx) * (vector_in - center) + center;
}

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@ -1212,6 +1212,20 @@ enum {
NODE_MAPPING_TYPE_NORMAL = 3,
};
/* Rotation node vector types */
enum {
NODE_VECTOR_ROTATE_TYPE_AXIS = 0,
NODE_VECTOR_ROTATE_TYPE_AXIS_X = 1,
NODE_VECTOR_ROTATE_TYPE_AXIS_Y = 2,
NODE_VECTOR_ROTATE_TYPE_AXIS_Z = 3,
NODE_VECTOR_ROTATE_TYPE_EULER_XYZ = 4,
NODE_VECTOR_ROTATE_TYPE_EULER_XZY = 5,
NODE_VECTOR_ROTATE_TYPE_EULER_YXZ = 6,
NODE_VECTOR_ROTATE_TYPE_EULER_YZX = 7,
NODE_VECTOR_ROTATE_TYPE_EULER_ZXY = 8,
NODE_VECTOR_ROTATE_TYPE_EULER_ZYX = 9,
};
/* math node clamp */
#define SHD_MATH_CLAMP 1

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@ -122,6 +122,49 @@ const EnumPropertyItem rna_enum_mapping_type_items[] = {
{0, NULL, 0, NULL, NULL},
};
const EnumPropertyItem rna_enum_vector_rotate_type_items[] = {
{NODE_VECTOR_ROTATE_TYPE_AXIS,
"AXIS_ANGLE",
0,
"Axis Angle",
"Rotate a point using axis angle"},
{NODE_VECTOR_ROTATE_TYPE_AXIS_X, "X_AXIS", 0, "X Axis", "Rotate a point using X axis"},
{NODE_VECTOR_ROTATE_TYPE_AXIS_Y, "Y_AXIS", 0, "Y Axis", "Rotate a point using Y axis"},
{NODE_VECTOR_ROTATE_TYPE_AXIS_Z, "Z_AXIS", 0, "Z Axis", "Rotate a point using Z axis"},
{NODE_VECTOR_ROTATE_TYPE_EULER_XYZ,
"EULER_XYZ",
0,
"XYZ Euler",
"Rotate a point using XYZ order"},
{NODE_VECTOR_ROTATE_TYPE_EULER_XZY,
"EULER_XZY",
0,
"XZY Euler",
"Rotate a point using XZY order"},
{NODE_VECTOR_ROTATE_TYPE_EULER_YXZ,
"EULER_YXZ",
0,
"YXZ Euler",
"Rotate a point using YXZ order"},
{NODE_VECTOR_ROTATE_TYPE_EULER_YZX,
"EULER_YZX",
0,
"YZX Euler",
"Rotate a point using YZX order"},
{NODE_VECTOR_ROTATE_TYPE_EULER_ZXY,
"EULER_ZXY",
0,
"ZXY Euler",
"Rotate a point using ZXY order"},
{NODE_VECTOR_ROTATE_TYPE_EULER_ZYX,
"EULER_ZYX",
0,
"XZY Euler",
"Rotate a point using ZYX order"},
{0, NULL, 0, NULL, NULL},
};
const EnumPropertyItem rna_enum_node_math_items[] = {
{0, "", 0, N_("Functions"), ""},
{NODE_MATH_ADD, "ADD", 0, "Add", "A + B"},
@ -4141,6 +4184,17 @@ static void def_sh_mapping(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update");
}
static void def_sh_vector_rotate(StructRNA *srna)
{
PropertyRNA *prop;
prop = RNA_def_property(srna, "rotation_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, rna_enum_vector_rotate_type_items);
RNA_def_property_ui_text(prop, "Type", "Type of rotation");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update");
}
static void def_sh_attribute(StructRNA *srna)
{
PropertyRNA *prop;

View File

@ -206,6 +206,7 @@ set(SRC
shader/nodes/node_shader_uvmap.c
shader/nodes/node_shader_valToRgb.c
shader/nodes/node_shader_value.c
shader/nodes/node_shader_vector_rotate.c
shader/nodes/node_shader_vectTransform.c
shader/nodes/node_shader_vector_displacement.c
shader/nodes/node_shader_vector_math.c

View File

@ -85,6 +85,7 @@ void register_node_type_sh_volume_info(void);
void register_node_type_sh_script(void);
void register_node_type_sh_normal_map(void);
void register_node_type_sh_tangent(void);
void register_node_type_sh_vector_rotate(void);
void register_node_type_sh_vect_transform(void);
void register_node_type_sh_vertex_color(void);

View File

@ -117,6 +117,7 @@ DefNode(ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX
DefNode(ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" )
DefNode(ShaderNode, SH_NODE_TEX_POINTDENSITY, def_sh_tex_pointdensity,"TEX_POINTDENSITY", TexPointDensity, "Point Density", "" )
DefNode(ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","" )
DefNode(ShaderNode, SH_NODE_VECTOR_ROTATE, def_sh_vector_rotate, "VECTOR_ROTATE", VectorRotate, "Vector Rotate", "" )
DefNode(ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VECT_TRANSFORM", VectorTransform, "Vector Transform", "" )
DefNode(ShaderNode, SH_NODE_SEPHSV, 0, "SEPHSV", SeparateHSV, "Separate HSV", "" )
DefNode(ShaderNode, SH_NODE_COMBHSV, 0, "COMBHSV", CombineHSV, "Combine HSV", "" )

View File

@ -0,0 +1,96 @@
/*
* 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) 2013 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup shdnodes
*/
#include "../node_shader_util.h"
/* **************** Vector Rotate ******************** */
static bNodeSocketTemplate sh_node_vector_rotate_in[] = {
{SOCK_VECTOR, 1, N_("Vector"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{SOCK_VECTOR, 1, N_("Center"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_NONE},
{SOCK_VECTOR, 1, N_("Axis"), 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, PROP_NONE, PROP_NONE},
{SOCK_FLOAT, 1, N_("Angle"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_ANGLE, PROP_NONE},
{SOCK_VECTOR, 1, N_("Rotation"), 0.0f, 0.0f, 0.0f, 1.0f, -FLT_MAX, FLT_MAX, PROP_EULER},
{-1, 0, ""}};
static bNodeSocketTemplate sh_node_vector_rotate_out[] = {{SOCK_VECTOR, 0, N_("Vector")},
{-1, 0, ""}};
static int gpu_shader_vector_rotate(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
static const char *names[] = {
[NODE_VECTOR_ROTATE_TYPE_AXIS] = "node_vector_rotate_axis_angle",
[NODE_VECTOR_ROTATE_TYPE_AXIS_X] = "node_vector_rotate_axis_x",
[NODE_VECTOR_ROTATE_TYPE_AXIS_Y] = "node_vector_rotate_axis_y",
[NODE_VECTOR_ROTATE_TYPE_AXIS_Z] = "node_vector_rotate_axis_z",
[NODE_VECTOR_ROTATE_TYPE_EULER_XYZ] = "node_vector_rotate_euler_xyz",
[NODE_VECTOR_ROTATE_TYPE_EULER_XZY] = "node_vector_rotate_euler_xzy",
[NODE_VECTOR_ROTATE_TYPE_EULER_YXZ] = "node_vector_rotate_euler_yxz",
[NODE_VECTOR_ROTATE_TYPE_EULER_YZX] = "node_vector_rotate_euler_yzx",
[NODE_VECTOR_ROTATE_TYPE_EULER_ZXY] = "node_vector_rotate_euler_zxy",
[NODE_VECTOR_ROTATE_TYPE_EULER_ZYX] = "node_vector_rotate_euler_zyx",
};
if (node->custom1 < ARRAY_SIZE(names) && names[node->custom1]) {
return GPU_stack_link(mat, node, names[node->custom1], in, out);
}
else {
return 0;
}
}
static void node_shader_update_vector_rotate(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock_rotation = nodeFindSocket(node, SOCK_IN, "Rotation");
nodeSetSocketAvailability(sock_rotation,
!ELEM(node->custom1,
NODE_VECTOR_ROTATE_TYPE_AXIS,
NODE_VECTOR_ROTATE_TYPE_AXIS_X,
NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
NODE_VECTOR_ROTATE_TYPE_AXIS_Z));
bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis");
nodeSetSocketAvailability(sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS));
bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle");
nodeSetSocketAvailability(sock_angle,
ELEM(node->custom1,
NODE_VECTOR_ROTATE_TYPE_AXIS,
NODE_VECTOR_ROTATE_TYPE_AXIS_X,
NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
NODE_VECTOR_ROTATE_TYPE_AXIS_Z));
}
void register_node_type_sh_vector_rotate(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0);
node_type_socket_templates(&ntype, sh_node_vector_rotate_in, sh_node_vector_rotate_out);
node_type_gpu(&ntype, gpu_shader_vector_rotate);
node_type_update(&ntype, node_shader_update_vector_rotate);
nodeRegisterType(&ntype);
}