Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) 2005 Blender Foundation. 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00034 #include "node_shader_util.h" 00035 00036 00037 /* **************** VECTOR MATH ******************** */ 00038 static bNodeSocketTemplate sh_node_vect_math_in[]= { 00039 { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE}, 00040 { SOCK_VECTOR, 1, "Vector", 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 1.0f, PROP_NONE}, 00041 { -1, 0, "" } 00042 }; 00043 00044 static bNodeSocketTemplate sh_node_vect_math_out[]= { 00045 { SOCK_VECTOR, 0, "Vector"}, 00046 { SOCK_FLOAT, 0, "Value"}, 00047 { -1, 0, "" } 00048 }; 00049 00050 static void node_shader_exec_vect_math(void *UNUSED(data), bNode *node, bNodeStack **in, bNodeStack **out) 00051 { 00052 float vec1[3], vec2[3]; 00053 00054 nodestack_get_vec(vec1, SOCK_VECTOR, in[0]); 00055 nodestack_get_vec(vec2, SOCK_VECTOR, in[1]); 00056 00057 if(node->custom1 == 0) { /* Add */ 00058 out[0]->vec[0]= vec1[0] + vec2[0]; 00059 out[0]->vec[1]= vec1[1] + vec2[1]; 00060 out[0]->vec[2]= vec1[2] + vec2[2]; 00061 00062 out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; 00063 } 00064 else if(node->custom1 == 1) { /* Subtract */ 00065 out[0]->vec[0]= vec1[0] - vec2[0]; 00066 out[0]->vec[1]= vec1[1] - vec2[1]; 00067 out[0]->vec[2]= vec1[2] - vec2[2]; 00068 00069 out[1]->vec[0]= (fabs(out[0]->vec[0]) + fabs(out[0]->vec[0]) + fabs(out[0]->vec[0])) / 3; 00070 } 00071 else if(node->custom1 == 2) { /* Average */ 00072 out[0]->vec[0]= vec1[0] + vec2[0]; 00073 out[0]->vec[1]= vec1[1] + vec2[1]; 00074 out[0]->vec[2]= vec1[2] + vec2[2]; 00075 00076 out[1]->vec[0] = normalize_v3( out[0]->vec ); 00077 } 00078 else if(node->custom1 == 3) { /* Dot product */ 00079 out[1]->vec[0]= (vec1[0] * vec2[0]) + (vec1[1] * vec2[1]) + (vec1[2] * vec2[2]); 00080 } 00081 else if(node->custom1 == 4) { /* Cross product */ 00082 out[0]->vec[0]= (vec1[1] * vec2[2]) - (vec1[2] * vec2[1]); 00083 out[0]->vec[1]= (vec1[2] * vec2[0]) - (vec1[0] * vec2[2]); 00084 out[0]->vec[2]= (vec1[0] * vec2[1]) - (vec1[1] * vec2[0]); 00085 00086 out[1]->vec[0] = normalize_v3( out[0]->vec ); 00087 } 00088 else if(node->custom1 == 5) { /* Normalize */ 00089 if(in[0]->hasinput || !in[1]->hasinput) { /* This one only takes one input, so we've got to choose. */ 00090 out[0]->vec[0]= vec1[0]; 00091 out[0]->vec[1]= vec1[1]; 00092 out[0]->vec[2]= vec1[2]; 00093 } 00094 else { 00095 out[0]->vec[0]= vec2[0]; 00096 out[0]->vec[1]= vec2[1]; 00097 out[0]->vec[2]= vec2[2]; 00098 } 00099 00100 out[1]->vec[0] = normalize_v3( out[0]->vec ); 00101 } 00102 00103 } 00104 00105 static int gpu_shader_vect_math(GPUMaterial *mat, bNode *node, GPUNodeStack *in, GPUNodeStack *out) 00106 { 00107 static const char *names[] = {"vec_math_add", "vec_math_sub", 00108 "vec_math_average", "vec_math_dot", "vec_math_cross", 00109 "vec_math_normalize"}; 00110 00111 switch (node->custom1) { 00112 case 0: 00113 case 1: 00114 case 2: 00115 case 3: 00116 case 4: 00117 GPU_stack_link(mat, names[node->custom1], NULL, out, 00118 GPU_socket(&in[0]), GPU_socket(&in[1])); 00119 break; 00120 case 5: 00121 if(in[0].hasinput || !in[1].hasinput) 00122 GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[0])); 00123 else 00124 GPU_stack_link(mat, names[node->custom1], NULL, out, GPU_socket(&in[1])); 00125 break; 00126 default: 00127 return 0; 00128 } 00129 00130 return 1; 00131 } 00132 00133 void register_node_type_sh_vect_math(bNodeTreeType *ttype) 00134 { 00135 static bNodeType ntype; 00136 00137 node_type_base(ttype, &ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, NODE_OPTIONS); 00138 node_type_compatibility(&ntype, NODE_OLD_SHADING|NODE_NEW_SHADING); 00139 node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out); 00140 node_type_size(&ntype, 80, 75, 140); 00141 node_type_label(&ntype, node_vect_math_label); 00142 node_type_storage(&ntype, "node_vect_math", NULL, NULL); 00143 node_type_exec(&ntype, node_shader_exec_vect_math); 00144 node_type_gpu(&ntype, gpu_shader_vect_math); 00145 00146 nodeRegisterType(ttype, &ntype); 00147 }