[Bf-blender-cvs] [980d0f5b44e] soc-2019-cycles-procedural: Remove Vector Math exec function.
OmarSquircleArt
noreply at git.blender.org
Fri Aug 2 11:47:49 CEST 2019
Commit: 980d0f5b44ecb069ccf99060581c4f3191f598fd
Author: OmarSquircleArt
Date: Fri Aug 2 11:48:42 2019 +0200
Branches: soc-2019-cycles-procedural
https://developer.blender.org/rB980d0f5b44ecb069ccf99060581c4f3191f598fd
Remove Vector Math exec function.
===================================================================
M source/blender/nodes/shader/nodes/node_shader_vectMath.c
===================================================================
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
index 569ae7188ad..e7883484b3d 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
@@ -33,86 +33,6 @@ static bNodeSocketTemplate sh_node_vect_math_in[] = {
static bNodeSocketTemplate sh_node_vect_math_out[] = {
{SOCK_VECTOR, 0, N_("Vector")}, {SOCK_FLOAT, 0, N_("Value")}, {-1, 0, ""}};
-static void node_shader_exec_vect_math(void *UNUSED(data),
- int UNUSED(thread),
- bNode *node,
- bNodeExecData *UNUSED(execdata),
- bNodeStack **in,
- bNodeStack **out)
-{
- float vec1[3], vec2[3], fac;
-
- nodestack_get_vec(vec1, SOCK_VECTOR, in[0]);
- nodestack_get_vec(vec2, SOCK_VECTOR, in[1]);
- nodestack_get_vec(&fac, SOCK_FLOAT, in[2]);
-
- switch (node->custom1) {
- case NODE_VECTOR_MATH_ADD:
- add_v3_v3v3(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_SUBTRACT:
- sub_v3_v3v3(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_MULTIPLY:
- mul_v3_v3v3(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_DIVIDE:
- div_v3_v3v3_safe(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_CROSS_PRODUCT:
- cross_v3_v3v3(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_PROJECT:
- project_v3_v3v3(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_REFLECT:
- reflect_v3_v3v3(out[0]->vec, vec1, vec2);
- break;
- case NODE_VECTOR_MATH_AVERAGE:
- add_v3_v3v3(out[0]->vec, vec1, vec2);
- normalize_v3(out[0]->vec);
- break;
- case NODE_VECTOR_MATH_DOT_PRODUCT:
- out[0]->vec[0] = dot_v3v3(vec1, vec2);
- break;
- case NODE_VECTOR_MATH_DISTANCE:
- out[0]->vec[0] = len_v3v3(vec1, vec2);
- break;
- case NODE_VECTOR_MATH_LENGTH:
- out[0]->vec[0] = len_v3(vec1);
- break;
- case NODE_VECTOR_MATH_SCALE:
- mul_v3_v3fl(out[0]->vec, vec1, fac);
- break;
- case NODE_VECTOR_MATH_NORMALIZE:
- normalize_v3_v3(out[0]->vec, vec1);
- break;
- case NODE_VECTOR_MATH_SNAP:
- out[0]->vec[0] = (vec2[0] != 0.0f) ? floorf(vec1[0] / vec2[0]) * vec2[0] : 0.0f;
- out[0]->vec[1] = (vec2[1] != 0.0f) ? floorf(vec1[1] / vec2[1]) * vec2[1] : 0.0f;
- out[0]->vec[2] = (vec2[2] != 0.0f) ? floorf(vec1[2] / vec2[2]) * vec2[2] : 0.0f;
- break;
- case NODE_VECTOR_MATH_MOD:
- out[0]->vec[0] = (vec2[0] != 0.0f) ? fmod(vec1[0], vec2[0]) : 0.0f;
- out[0]->vec[1] = (vec2[0] != 0.0f) ? fmod(vec1[1], vec2[1]) : 0.0f;
- out[0]->vec[2] = (vec2[0] != 0.0f) ? fmod(vec1[2], vec2[2]) : 0.0f;
- break;
- case NODE_VECTOR_MATH_ABS:
- abs_v3_v3(out[0]->vec, vec1);
- break;
- case NODE_VECTOR_MATH_MIN:
- out[0]->vec[0] = fmin(vec1[0], vec2[0]);
- out[0]->vec[1] = fmin(vec1[1], vec2[1]);
- out[0]->vec[2] = fmin(vec1[2], vec2[2]);
- break;
- case NODE_VECTOR_MATH_MAX:
- out[0]->vec[0] = fmax(vec1[0], vec2[0]);
- out[0]->vec[1] = fmax(vec1[1], vec2[1]);
- out[0]->vec[2] = fmax(vec1[2], vec2[2]);
- break;
- }
-}
-
static int gpu_shader_vect_math(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
@@ -202,8 +122,6 @@ void register_node_type_sh_vect_math(void)
sh_node_type_base(&ntype, SH_NODE_VECT_MATH, "Vector Math", NODE_CLASS_CONVERTOR, 0);
node_type_socket_templates(&ntype, sh_node_vect_math_in, sh_node_vect_math_out);
node_type_label(&ntype, node_vect_math_label);
- node_type_storage(&ntype, "", NULL, NULL);
- node_type_exec(&ntype, NULL, NULL, node_shader_exec_vect_math);
node_type_gpu(&ntype, gpu_shader_vect_math);
node_type_update(&ntype, node_shader_update_vec_math);
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