Cycles / Vector Transform node:

* Add a note to convert a Vector, Point or Normal between World <=> Camera <=> Object coordinate space. 

Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Vector_Transform

Part of my GSoC 2013 project, SVN merge of r57599, r57670, r57918, r57919, r58245 and r58775.
This commit is contained in:
Thomas Dinges
2013-07-31 21:18:23 +00:00
parent 6d9720ef63
commit 34009da32e
20 changed files with 382 additions and 0 deletions

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@@ -250,6 +250,14 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()]; vmath->type = VectorMathNode::type_enum[b_vector_math_node.operation()];
node = vmath; node = vmath;
} }
else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
VectorTransformNode *vtransform = new VectorTransformNode();
vtransform->type = VectorTransformNode::type_enum[b_vector_transform_node.type()];
vtransform->convert_from = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_from()];
vtransform->convert_to = VectorTransformNode::convert_space_enum[b_vector_transform_node.convert_to()];
node = vtransform;
}
else if (b_node.is_a(&RNA_ShaderNodeNormal)) { else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
BL::Node::outputs_iterator out_it; BL::Node::outputs_iterator out_it;
b_node.outputs.begin(out_it); b_node.outputs.begin(out_it);

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@@ -105,6 +105,7 @@ set(SRC_SVM_HEADERS
svm/svm_texture.h svm/svm_texture.h
svm/svm_types.h svm/svm_types.h
svm/svm_value.h svm/svm_value.h
svm/svm_vector_transform.h
svm/svm_voronoi.h svm/svm_voronoi.h
svm/svm_wave.h svm/svm_wave.h
) )

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@@ -154,6 +154,16 @@ __device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, flo
#endif #endif
} }
__device_inline void object_inverse_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
*D = transform_direction(&sd->ob_itfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
__device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd) __device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd)
{ {
if(sd->object == ~0) if(sd->object == ~0)

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@@ -64,6 +64,7 @@ set(SRC_OSL
node_value.osl node_value.osl
node_vector_curves.osl node_vector_curves.osl
node_vector_math.osl node_vector_math.osl
node_vector_transform.osl
node_velvet_bsdf.osl node_velvet_bsdf.osl
node_voronoi_texture.osl node_voronoi_texture.osl
node_ward_bsdf.osl node_ward_bsdf.osl

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@@ -0,0 +1,38 @@
/*
* Copyright 2013, Blender Foundation.
*
* 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.
*/
#include "stdosl.h"
shader node_vector_transform(
string type = "Vector",
string convert_from = "world",
string convert_to = "object",
vector VectorIn = vector(0.0, 0.0, 0.0),
output vector VectorOut = vector(0.0, 0.0, 0.0))
{
if (type == "Vector" || type == "Normal") {
VectorOut = transform(convert_from, convert_to, VectorIn);
if (type == "Normal")
VectorOut = normalize(VectorOut);
}
else if (type == "Point") {
point Point = (point)VectorIn;
VectorOut = transform(convert_from, convert_to, Point);
}
}

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@@ -177,6 +177,7 @@ CCL_NAMESPACE_END
#include "svm_voronoi.h" #include "svm_voronoi.h"
#include "svm_checker.h" #include "svm_checker.h"
#include "svm_brick.h" #include "svm_brick.h"
#include "svm_vector_transform.h"
CCL_NAMESPACE_BEGIN CCL_NAMESPACE_BEGIN
@@ -382,6 +383,9 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
case NODE_VECTOR_MATH: case NODE_VECTOR_MATH:
svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset); svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset);
break; break;
case NODE_VECTOR_TRANSFORM:
svm_node_vector_transform(kg, sd, stack, node);
break;
case NODE_NORMAL: case NODE_NORMAL:
svm_node_normal(kg, sd, stack, node.y, node.z, node.w, &offset); svm_node_normal(kg, sd, stack, node.y, node.z, node.w, &offset);
break; break;

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@@ -68,6 +68,7 @@ typedef enum NodeType {
NODE_SET_BUMP, NODE_SET_BUMP,
NODE_MATH, NODE_MATH,
NODE_VECTOR_MATH, NODE_VECTOR_MATH,
NODE_VECTOR_TRANSFORM,
NODE_MAPPING, NODE_MAPPING,
NODE_TEX_COORD, NODE_TEX_COORD,
NODE_TEX_COORD_BUMP_DX, NODE_TEX_COORD_BUMP_DX,
@@ -227,6 +228,18 @@ typedef enum NodeVectorMath {
NODE_VECTOR_MATH_NORMALIZE NODE_VECTOR_MATH_NORMALIZE
} NodeVectorMath; } NodeVectorMath;
typedef enum NodeVectorTransformType {
NODE_VECTOR_TRANSFORM_TYPE_VECTOR,
NODE_VECTOR_TRANSFORM_TYPE_POINT,
NODE_VECTOR_TRANSFORM_TYPE_NORMAL
} NodeVectorTransformType;
typedef enum NodeVectorTransformConvertSpace {
NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD,
NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT,
NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA
} NodeVectorTransformConvertSpace;
typedef enum NodeConvert { typedef enum NodeConvert {
NODE_CONVERT_FV, NODE_CONVERT_FV,
NODE_CONVERT_FI, NODE_CONVERT_FI,

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@@ -0,0 +1,103 @@
/*
* Copyright 2013, Blender Foundation.
*
* 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.
*/
CCL_NAMESPACE_BEGIN
/* Vector Transform */
__device void svm_node_vector_transform(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
{
uint itype, ifrom, ito;
uint vector_in, vector_out;
decode_node_uchar4(node.y, &itype, &ifrom, &ito, NULL);
decode_node_uchar4(node.z, &vector_in, &vector_out, NULL, NULL);
float3 in = stack_load_float3(stack, vector_in);
NodeVectorTransformType type = (NodeVectorTransformType)itype;
NodeVectorTransformConvertSpace from = (NodeVectorTransformConvertSpace)ifrom;
NodeVectorTransformConvertSpace to = (NodeVectorTransformConvertSpace)ito;
Transform tfm;
int is_object = (sd->object != ~0);
int is_direction = (type == NODE_VECTOR_TRANSFORM_TYPE_VECTOR || type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
/* From world */
if(from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD) {
if(to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
tfm = kernel_data.cam.worldtocamera;
if(is_direction)
in = transform_direction(&tfm, in);
else
in = transform_point(&tfm, in);
}
else if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
if(is_direction)
object_inverse_dir_transform(kg, sd, &in);
else
object_inverse_position_transform(kg, sd, &in);
}
}
/* From camera */
else if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
if(to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD || to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT) {
tfm = kernel_data.cam.cameratoworld;
if(is_direction)
in = transform_direction(&tfm, in);
else
in = transform_point(&tfm, in);
}
if(to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
if(is_direction)
object_inverse_dir_transform(kg, sd, &in);
else
object_inverse_position_transform(kg, sd, &in);
}
}
/* From object */
else if(from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT) {
if((to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD || to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) && is_object) {
if(is_direction)
object_dir_transform(kg, sd, &in);
else
object_position_transform(kg, sd, &in);
}
if(to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
tfm = kernel_data.cam.worldtocamera;
if(is_direction)
in = transform_direction(&tfm, in);
else
in = transform_point(&tfm, in);
}
}
/* Normalize Normal */
if(type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL)
in = normalize(in);
/* Output */
if(stack_valid(vector_out)) {
stack_store_float3(stack, vector_out, in);
}
}
CCL_NAMESPACE_END

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@@ -3169,6 +3169,65 @@ void VectorMathNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_vector_math"); compiler.add(this, "node_vector_math");
} }
/* VectorTransform */
VectorTransformNode::VectorTransformNode()
: ShaderNode("vector_transform")
{
type = ustring("Vector");
convert_from = ustring("world");
convert_to = ustring("object");
add_input("Vector", SHADER_SOCKET_VECTOR);
add_output("Vector", SHADER_SOCKET_VECTOR);
}
static ShaderEnum vector_transform_type_init()
{
ShaderEnum enm;
enm.insert("Vector", NODE_VECTOR_TRANSFORM_TYPE_VECTOR);
enm.insert("Point", NODE_VECTOR_TRANSFORM_TYPE_POINT);
enm.insert("Normal", NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
return enm;
}
static ShaderEnum vector_transform_convert_space_init()
{
ShaderEnum enm;
enm.insert("world", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD);
enm.insert("object", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT);
enm.insert("camera", NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA);
return enm;
}
ShaderEnum VectorTransformNode::type_enum = vector_transform_type_init();
ShaderEnum VectorTransformNode::convert_space_enum = vector_transform_convert_space_init();
void VectorTransformNode::compile(SVMCompiler& compiler)
{
ShaderInput *vector_in = input("Vector");
ShaderOutput *vector_out = output("Vector");
compiler.stack_assign(vector_in);
compiler.stack_assign(vector_out);
compiler.add_node(NODE_VECTOR_TRANSFORM,
compiler.encode_uchar4(type_enum[type], convert_space_enum[convert_from], convert_space_enum[convert_to]),
compiler.encode_uchar4(vector_in->stack_offset, vector_out->stack_offset));
}
void VectorTransformNode::compile(OSLCompiler& compiler)
{
compiler.parameter("type", type);
compiler.parameter("convert_from", convert_from);
compiler.parameter("convert_to", convert_to);
compiler.add(this, "node_vector_transform");
}
/* BumpNode */ /* BumpNode */
BumpNode::BumpNode() BumpNode::BumpNode()

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@@ -494,6 +494,18 @@ public:
static ShaderEnum type_enum; static ShaderEnum type_enum;
}; };
class VectorTransformNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorTransformNode)
ustring type;
ustring convert_from;
ustring convert_to;
static ShaderEnum type_enum;
static ShaderEnum convert_space_enum;
};
class BumpNode : public ShaderNode { class BumpNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(BumpNode) SHADER_NODE_CLASS(BumpNode)

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@@ -218,6 +218,7 @@ shader_node_categories = [
NodeItem("ShaderNodeNormalMap"), NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"), NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"), NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorTransform"),
]), ]),
ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[ ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeMath"), NodeItem("ShaderNodeMath"),

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@@ -743,6 +743,7 @@ struct ShadeResult;
#define SH_NODE_BSDF_TOON 179 #define SH_NODE_BSDF_TOON 179
#define SH_NODE_WAVELENGTH 180 #define SH_NODE_WAVELENGTH 180
#define SH_NODE_BLACKBODY 181 #define SH_NODE_BLACKBODY 181
#define SH_NODE_VECT_TRANSFORM 182
/* custom defines options for Material node */ /* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1 #define SH_NODE_MAT_DIFF 1

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@@ -3418,6 +3418,7 @@ static void registerShaderNodes(void)
register_node_type_sh_curve_rgb(); register_node_type_sh_curve_rgb();
register_node_type_sh_math(); register_node_type_sh_math();
register_node_type_sh_vect_math(); register_node_type_sh_vect_math();
register_node_type_sh_vect_transform();
register_node_type_sh_squeeze(); register_node_type_sh_squeeze();
register_node_type_sh_material_ext(); register_node_type_sh_material_ext();
register_node_type_sh_invert(); register_node_type_sh_invert();

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@@ -735,6 +735,13 @@ static void node_shader_buts_vect_math(uiLayout *layout, bContext *UNUSED(C), Po
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE); uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
} }
static void node_shader_buts_vect_transform(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "type", UI_ITEM_R_EXPAND, NULL, ICON_NONE);
uiItemR(layout, ptr, "convert_from", 0, "", ICON_NONE);
uiItemR(layout, ptr, "convert_to", 0, "", ICON_NONE);
}
static void node_shader_buts_geometry(uiLayout *layout, bContext *C, PointerRNA *ptr) static void node_shader_buts_geometry(uiLayout *layout, bContext *C, PointerRNA *ptr)
{ {
PointerRNA obptr = CTX_data_pointer_get(C, "active_object"); PointerRNA obptr = CTX_data_pointer_get(C, "active_object");
@@ -975,6 +982,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_VECT_MATH: case SH_NODE_VECT_MATH:
ntype->uifunc = node_shader_buts_vect_math; ntype->uifunc = node_shader_buts_vect_math;
break; break;
case SH_NODE_VECT_TRANSFORM:
ntype->uifunc = node_shader_buts_vect_transform;
break;
case SH_NODE_GEOMETRY: case SH_NODE_GEOMETRY:
ntype->uifunc = node_shader_buts_geometry; ntype->uifunc = node_shader_buts_geometry;
break; break;

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@@ -788,6 +788,12 @@ typedef struct NodeShaderAttribute {
char name[64]; char name[64];
} NodeShaderAttribute; } NodeShaderAttribute;
typedef struct NodeShaderVectTransform {
int type;
int convert_from, convert_to;
int pad;
} NodeShaderVectTransform;
/* TEX_output */ /* TEX_output */
typedef struct TexNodeOutput { typedef struct TexNodeOutput {
char name[64]; char name[64];
@@ -869,6 +875,15 @@ typedef struct NodeShaderNormalMap {
#define SHD_GLOSSY_SHARP 1 #define SHD_GLOSSY_SHARP 1
#define SHD_GLOSSY_GGX 2 #define SHD_GLOSSY_GGX 2
/* vector transform */
#define SHD_VECT_TRANSFORM_TYPE_VECTOR 0
#define SHD_VECT_TRANSFORM_TYPE_POINT 1
#define SHD_VECT_TRANSFORM_TYPE_NORMAL 2
#define SHD_VECT_TRANSFORM_SPACE_WORLD 0
#define SHD_VECT_TRANSFORM_SPACE_OBJECT 1
#define SHD_VECT_TRANSFORM_SPACE_CAMERA 2
/* toon modes */ /* toon modes */
#define SHD_TOON_DIFFUSE 0 #define SHD_TOON_DIFFUSE 0
#define SHD_TOON_GLOSSY 1 #define SHD_TOON_GLOSSY 1

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@@ -3509,6 +3509,42 @@ static void def_sh_tex_coord(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update"); RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
} }
static void def_sh_vect_transform(StructRNA *srna)
{
static EnumPropertyItem prop_vect_type_items[] = {
{SHD_VECT_TRANSFORM_TYPE_VECTOR, "VECTOR", 0, "Vector", ""},
{SHD_VECT_TRANSFORM_TYPE_POINT, "POINT", 0, "Point", ""},
{SHD_VECT_TRANSFORM_TYPE_NORMAL, "NORMAL", 0, "Normal", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem prop_vect_space_items[] = {
{SHD_VECT_TRANSFORM_SPACE_WORLD, "WORLD", 0, "World", ""},
{SHD_VECT_TRANSFORM_SPACE_OBJECT, "OBJECT", 0, "Object", ""},
{SHD_VECT_TRANSFORM_SPACE_CAMERA, "CAMERA", 0, "Camera", ""},
{0, NULL, 0, NULL, NULL}
};
PropertyRNA *prop;
RNA_def_struct_sdna_from(srna, "NodeShaderVectTransform", "storage");
prop = RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_vect_type_items);
RNA_def_property_ui_text(prop, "Type", "");
RNA_def_property_update(prop, 0, "rna_Node_update");
prop = RNA_def_property(srna, "convert_from", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_vect_space_items);
RNA_def_property_ui_text(prop, "Convert From", "Space to convert from");
RNA_def_property_update(prop, 0, "rna_Node_update");
prop = RNA_def_property(srna, "convert_to", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_vect_space_items);
RNA_def_property_ui_text(prop, "Convert To", "Space to convert to");
RNA_def_property_update(prop, 0, "rna_Node_update");
}
static void def_sh_tex_wireframe(StructRNA *srna) static void def_sh_tex_wireframe(StructRNA *srna)
{ {
PropertyRNA *prop; PropertyRNA *prop;

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@@ -148,6 +148,7 @@ set(SRC
shader/nodes/node_shader_wavelength.c shader/nodes/node_shader_wavelength.c
shader/nodes/node_shader_blackbody.c shader/nodes/node_shader_blackbody.c
shader/nodes/node_shader_vectMath.c shader/nodes/node_shader_vectMath.c
shader/nodes/node_shader_vectTransform.c
shader/nodes/node_shader_add_shader.c shader/nodes/node_shader_add_shader.c
shader/nodes/node_shader_ambient_occlusion.c shader/nodes/node_shader_ambient_occlusion.c
shader/nodes/node_shader_attribute.c shader/nodes/node_shader_attribute.c

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@@ -89,6 +89,7 @@ void register_node_type_sh_hair_info(void);
void register_node_type_sh_script(void); void register_node_type_sh_script(void);
void register_node_type_sh_normal_map(void); void register_node_type_sh_normal_map(void);
void register_node_type_sh_tangent(void); void register_node_type_sh_tangent(void);
void register_node_type_sh_vect_transform(void);
void register_node_type_sh_ambient_occlusion(void); void register_node_type_sh_ambient_occlusion(void);
void register_node_type_sh_background(void); void register_node_type_sh_background(void);

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@@ -114,6 +114,7 @@ DefNode( ShaderNode, SH_NODE_TEX_VORONOI, def_sh_tex_voronoi, "TE
DefNode( ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "" ) DefNode( ShaderNode, SH_NODE_TEX_CHECKER, def_sh_tex_checker, "TEX_CHECKER", TexChecker, "Checker Texture", "" )
DefNode( ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" ) DefNode( ShaderNode, SH_NODE_TEX_BRICK, def_sh_tex_brick, "TEX_BRICK", TexBrick, "Brick Texture", "" )
DefNode( ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","" ) DefNode( ShaderNode, SH_NODE_TEX_COORD, def_sh_tex_coord, "TEX_COORD", TexCoord, "Texture Coordinate","" )
DefNode( ShaderNode, SH_NODE_VECT_TRANSFORM, def_sh_vect_transform, "VECT_TRANSFORM", VectorTransform, "Vector Transform", "" )
DefNode( CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" ) DefNode( CompositorNode, CMP_NODE_VIEWER, def_cmp_viewer, "VIEWER", Viewer, "Viewer", "" )
DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" ) DefNode( CompositorNode, CMP_NODE_RGB, 0, "RGB", RGB, "RGB", "" )

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@@ -0,0 +1,66 @@
/*
* ***** 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) 2013 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_vectTransform.c
* \ingroup shdnodes
*/
#include "../node_shader_util.h"
/* **************** Vector Transform ******************** */
static bNodeSocketTemplate sh_node_vect_transform_in[] = {
{ 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_transform_out[] = {
{ SOCK_VECTOR, 0, N_("Vector")},
{ -1, 0, "" }
};
static void node_shader_init_vect_transform(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeShaderVectTransform *vect = MEM_callocN(sizeof(NodeShaderVectTransform), "NodeShaderVectTransform");
/* Convert World into Object Space per default */
vect->convert_to = 1;
node->storage = vect;
}
void register_node_type_sh_vect_transform(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_CONVERTOR, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_init(&ntype, node_shader_init_vect_transform);
node_type_socket_templates(&ntype, sh_node_vect_transform_in, sh_node_vect_transform_out);
node_type_storage(&ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}