
This patch rewrites the Mapping node to support dynamic inputs. The Max and Min options have been removed. They can be added as Min and Max Vector Math nodes manually. Texture nodes still use the old matrix-based mapping. A new SVM node `NODE_TEXTURE_MAPPING` has been added to preserve this functionality. Similarly, in GLSL, a `mapping_mat4` function has been added. Reviewers: brecht, JacquesLucke
74 lines
2.5 KiB
C
74 lines
2.5 KiB
C
/*
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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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CCL_NAMESPACE_BEGIN
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/* Mapping Node */
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ccl_device void svm_node_mapping(KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint type,
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uint inputs_stack_offsets,
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uint result_stack_offset,
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int *offset)
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{
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uint vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset;
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svm_unpack_node_uchar4(inputs_stack_offsets,
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&vector_stack_offset,
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&location_stack_offset,
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&rotation_stack_offset,
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&scale_stack_offset);
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float3 vector = stack_load_float3(stack, vector_stack_offset);
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float3 location = stack_load_float3(stack, location_stack_offset);
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float3 rotation = stack_load_float3(stack, rotation_stack_offset);
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float3 scale = stack_load_float3(stack, scale_stack_offset);
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float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
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stack_store_float3(stack, result_stack_offset, result);
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}
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/* Texture Mapping */
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ccl_device void svm_node_texture_mapping(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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float3 r = transform_point(&tfm, v);
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stack_store_float3(stack, out_offset, r);
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}
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ccl_device void svm_node_min_max(
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KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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float3 mn = float4_to_float3(read_node_float(kg, offset));
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float3 mx = float4_to_float3(read_node_float(kg, offset));
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float3 r = min(max(mn, v), mx);
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stack_store_float3(stack, out_offset, r);
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}
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CCL_NAMESPACE_END
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