[Bf-blender-cvs] [c2e2e93] strand_nodes: Merge branch 'object_nodes' into strand_nodes
Lukas Tönne
noreply at git.blender.org
Sun Jul 24 13:16:37 CEST 2016
Commit: c2e2e93152ca49b7911831aed3023d6ce11ef393
Author: Lukas Tönne
Date: Sun Jul 24 13:10:12 2016 +0200
Branches: strand_nodes
https://developer.blender.org/rBc2e2e93152ca49b7911831aed3023d6ce11ef393
Merge branch 'object_nodes' into strand_nodes
===================================================================
===================================================================
diff --cc release/scripts/nodes/hair_nodes.py
index 83fd4e1,0000000..3166d1e
mode 100644,000000..100644
--- a/release/scripts/nodes/hair_nodes.py
+++ b/release/scripts/nodes/hair_nodes.py
@@@ -1,179 -1,0 +1,183 @@@
+# ##### 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.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8-80 compliant>
+
+import bpy
+import nodeitems_utils
+from bpy.types import Operator, ObjectNode, NodeTree, Node
+from bpy.props import *
+from nodeitems_utils import NodeCategory, NodeItem
+from mathutils import *
+from common_nodes import NodeTreeBase, NodeBase, DynamicSocketListNode, enum_property_copy, enum_property_value_prop
+import group_nodes
+
+###############################################################################
+
+
+# our own base class with an appropriate poll function,
+# so the categories only show up in our own tree type
+class HairNodeCategory(NodeCategory):
+ @classmethod
+ def poll(cls, context):
+ tree = context.space_data.edit_tree
+ return tree and tree.bl_idname == 'HairNodeTree'
+
+###############################################################################
+
+class HairNodeTree(NodeTreeBase, NodeTree):
+ '''Hair nodes'''
+ bl_idname = 'HairNodeTree'
+ bl_label = 'Hair Nodes'
+ bl_icon = 'MESH_DATA'
+
+ # does not show up in the editor header
+ @classmethod
+ def poll(cls, context):
+ return False
+
+ def init_default(self):
+ pass
+
+
+class HairNodeBase(NodeBase):
+ @classmethod
+ def poll(cls, ntree):
+ return ntree.bl_idname == 'HairNodeTree'
+
+###############################################################################
+
+class HairNodesNew(Operator):
+ """Create new hair node tree"""
+ bl_idname = "object_nodes.hair_nodes_new"
+ bl_label = "New"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ name = StringProperty(
+ name="Name",
+ default="HairNodes",
+ )
+
+ @classmethod
+ def make_node_tree(cls, name="HairNodes"):
+ ntree = bpy.data.node_groups.new(name, HairNodeTree.bl_idname)
+ if ntree:
+ ntree.init_default()
+ return ntree
+
+ def execute(self, context):
+ node = getattr(context, "node", None)
+ ntree = self.make_node_tree(self.name)
+ if ntree is None:
+ return {'CANCELLED'}
+ if node:
+ node.id = ntree
+ return {'FINISHED'}
+
+###############################################################################
+
+class HairInputNode(HairNodeBase, ObjectNode):
+ '''Hair inputs'''
+ bl_idname = 'HairInputNode'
+ bl_label = 'Hair'
+
+ def init(self, context):
+ self.outputs.new('NodeSocketVector', "Location")
+ self.outputs.new('NodeSocketFloat', "Parameter")
+ self.outputs.new('TransformSocket', "Target")
+
+ def compile(self, compiler):
+ compiler.map_output(0, compiler.graph_input("location"))
+ compiler.map_output(1, compiler.graph_input("parameter"))
+ compiler.map_output(2, compiler.graph_input("target"))
+
+class HairDeformNode(HairNodeBase, ObjectNode):
+ '''Hair displacement result'''
+ bl_idname = 'HairDeformNode'
+ bl_label = 'Hair Displacement'
+
+ def init(self, context):
+ self.inputs.new('NodeSocketVector', "Target")
+
+ def compile(self, compiler):
+ compiler.map_input(0, compiler.graph_output("offset"))
+
+###############################################################################
+
+def register():
+ bpy.utils.register_module(__name__)
+ gnode, ginput, goutput = group_nodes.make_node_group_types(
+ "Hair", HairNodeTree, HairNodeBase)
+
+ node_categories = [
+ HairNodeCategory("GEO_INPUT", "Input", items=[
+ NodeItem("HairInputNode"),
+ NodeItem(ginput.bl_idname),
+ NodeItem("ObjectValueFloatNode"),
+ NodeItem("ObjectValueIntNode"),
+ NodeItem("ObjectValueVectorNode"),
+ NodeItem("ObjectValueColorNode"),
+ ]),
+ HairNodeCategory("GEO_OUTPUT", "Output", items=[
+ NodeItem("HairDeformNode"),
+ NodeItem(goutput.bl_idname),
+ ]),
+ HairNodeCategory("GEO_CONVERTER", "Converter", items=[
+ NodeItem("ObjectSeparateVectorNode"),
+ NodeItem("ObjectCombineVectorNode"),
++ NodeItem("ObjectSeparateMatrixNode"),
++ NodeItem("ObjectCombineMatrixNode"),
+ ]),
+ HairNodeCategory("GEO_MATH", "Math", items=[
+ NodeItem("ObjectMathNode"),
+ NodeItem("ObjectVectorMathNode"),
++ NodeItem("ObjectMatrixMathNode"),
++ NodeItem("ObjectTransformVectorNode"),
+ NodeItem("ObjectTranslationTransformNode"),
+ NodeItem("ObjectEulerTransformNode"),
+ NodeItem("ObjectAxisAngleTransformNode"),
+ NodeItem("ObjectScaleTransformNode"),
+ NodeItem("ObjectGetTranslationNode"),
+ NodeItem("ObjectGetEulerNode"),
+ NodeItem("ObjectGetAxisAngleNode"),
+ NodeItem("ObjectGetScaleNode"),
+ NodeItem("ObjectRandomNode"),
+ ]),
+ HairNodeCategory("GEO_TEXTURE", "Texture", items=[
+ NodeItem("ImageSampleNode"),
+ NodeItem("ObjectTextureCloudsNode"),
+ NodeItem("ObjectTextureDistNoiseNode"),
+ NodeItem("ObjectTextureGaborNoiseNode"),
+ NodeItem("ObjectTextureMagicNode"),
+ NodeItem("ObjectTextureMarbleNode"),
+ NodeItem("ObjectTextureMusgraveNode"),
+ NodeItem("ObjectTextureStucciNode"),
+ NodeItem("ObjectTextureVoronoiNode"),
+ NodeItem("ObjectTextureWoodNode"),
+ ]),
+ HairNodeCategory("GEO_CURVE", "Curve", items=[
+ NodeItem("CurvePathNode"),
+ ]),
+ group_nodes.GroupNodeCategory("HAIR", gnode, ginput, goutput),
+ ]
+ nodeitems_utils.register_node_categories("HAIR_NODES", node_categories)
+
+def unregister():
+ nodeitems_utils.unregister_node_categories("HAIR_NODES")
+
+ bpy.utils.unregister_module(__name__)
diff --cc source/blender/gpu/shaders/gpu_shader_bvm_nodes_base.glsl
index 1fc23e4,0000000..6d40991
mode 100644,000000..100644
--- a/source/blender/gpu/shaders/gpu_shader_bvm_nodes_base.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_bvm_nodes_base.glsl
@@@ -1,93 -1,0 +1,114 @@@
+void V_NOOP()
+{
+}
+
+void V_VALUE_FLOAT(const float value, out float result)
+{
+ result = value;
+}
+void D_VALUE_FLOAT(const float value, out float dresult)
+{
+ dresult = float(0.0);
+}
+
+void V_VALUE_FLOAT3(const vec3 value, out vec3 result)
+{
+ result = value;
+}
+void D_VALUE_FLOAT3(const vec3 value, out vec3 dresult)
+{
+ dresult = vec3(0.0, 0.0, 0.0);
+}
+
+void V_VALUE_FLOAT4(const vec4 value, out vec4 result)
+{
+ result = value;
+}
+void D_VALUE_FLOAT4(const vec4 value, out vec4 dresult)
+{
+ dresult = vec4(0.0, 0.0, 0.0, 0.0);
+}
+
+void V_VALUE_INT(const int value, out int result)
+{
+ result = value;
+}
+
+void V_VALUE_MATRIX44(const mat4 value, out mat4 result)
+{
+ result = value;
+}
+
+
+void V_FLOAT_TO_INT(float value, out int result)
+{
+ result = int(value);
+}
+
+void V_INT_TO_FLOAT(int value, out float result)
+{
+ result = float(value);
+}
+void D_INT_TO_FLOAT(int value, out float dresult)
+{
+ dresult = float(0.0);
+}
+
+void V_SET_FLOAT3(float x, float y, float z, out vec3 result)
+{
+ result = vec3(x, y, z);
+}
+void D_SET_FLOAT3(float x, float dx, float y, float dy, float z, float dz, out vec3 dresult)
+{
+ dresult = vec3(dx, dy, dz);
+}
+
+void V_GET_ELEM_FLOAT3(int index, vec3 vec, out float result)
+{
+ result = vec[index];
+}
+void D_GET_ELEM_FLOAT3(int index, vec3 vec, vec3 dvec, out float result)
+{
+ result = dvec[index];
+}
+
+void V_SET_FLOAT4(float x, float y, float z, float w, out vec4 result)
+{
+ result = vec4(x, y, z, w);
+}
+void D_SET_FLOAT4(float x, float dx, float y, float dy,
+ float z, float dz, float w, float dw,
+ out vec4 dresult)
+{
+ dresult = vec4(dx, dy, dz, dw);
+}
+
+void V_GET_ELEM_FLOAT4(int index, vec4 f, out float result)
+{
+ result = f[index];
+}
+void D_GET_ELEM_FLOAT4(int index, vec4 f, vec4 df, out float dresult)
+{
+ dresult = df[index];
+}
++
++void V_SET_MATRIX44(float v00, float v01, float v02, float v03,
++ float v10, float v11, float v12, float v13,
++ float v20, float v21, float v22, float v23,
++ float v30, float v31, float v32, float v33,
++ out mat4 result)
++{
++ result = mat4(v00, v01, v02, v03,
++ v10, v11, v12, v13,
++ v20, v21, v22, v23,
++ v30, v31, v32, v33);
++}
++
++void V_GET_ELEM_MATRIX44(int column, int row, mat4 m, out float result)
++{
++ result = m[column][row];
++}
++void D_GET_ELEM_MATRIX44(int column, int row, mat4 m, out float dresult)
++{
++ dresult = 0.0;
++}
diff --cc source/blender/gpu/shaders/gpu_shader_bvm_nodes_math.glsl
index dfd432d,0000000..660023b
mode 100644,000000..100644
--- a/source/blender/gpu/shaders/gpu_shader_bvm_nodes_math.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_bvm_nodes_math.glsl
@@@ -1
@@ Diff output truncated at 10240 characters. @@
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