Files
blender/intern/cycles/kernel/svm/svm_mapping_util.h
OmarSquircleArt baaa89a0bc Shading: Rewrite Mapping node with dynamic inputs.
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
2019-09-04 23:17:13 +02:00

40 lines
1.4 KiB
C

/*
* Copyright 2011-2014 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
ccl_device float3
svm_mapping(NodeMappingType type, float3 vector, float3 location, float3 rotation, float3 scale)
{
Transform rotationTransform = euler_to_transform(rotation);
switch (type) {
case NODE_MAPPING_TYPE_POINT:
return transform_direction(&rotationTransform, (vector * scale)) + location;
case NODE_MAPPING_TYPE_TEXTURE:
return safe_divide_float3_float3(
transform_direction_transposed(&rotationTransform, (vector - location)), scale);
case NODE_MAPPING_TYPE_VECTOR:
return transform_direction(&rotationTransform, (vector * scale));
case NODE_MAPPING_TYPE_NORMAL:
return safe_normalize(
transform_direction(&rotationTransform, safe_divide_float3_float3(vector, scale)));
default:
return make_float3(0.0f, 0.0f, 0.0f);
}
}
CCL_NAMESPACE_END