[Bf-blender-cvs] [8dabeff402c] soc-2019-cycles-procedural: Use more explicit names in Vector Math node.

OmarSquircleArt noreply at git.blender.org
Fri Aug 2 12:00:58 CEST 2019


Commit: 8dabeff402cbf2d0254def05b5cbf5257f3deed4
Author: OmarSquircleArt
Date:   Fri Aug 2 12:02:02 2019 +0200
Branches: soc-2019-cycles-procedural
https://developer.blender.org/rB8dabeff402cbf2d0254def05b5cbf5257f3deed4

Use more explicit names in Vector Math node.

===================================================================

M	intern/cycles/kernel/svm/svm_math_util.h
M	intern/cycles/kernel/svm/svm_types.h
M	intern/cycles/render/constant_fold.cpp
M	intern/cycles/render/nodes.cpp
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/makesdna/DNA_node_types.h
M	source/blender/makesrna/intern/rna_nodetree.c
M	source/blender/nodes/shader/nodes/node_shader_vectMath.c

===================================================================

diff --git a/intern/cycles/kernel/svm/svm_math_util.h b/intern/cycles/kernel/svm/svm_math_util.h
index 3405adbae16..17a40223f68 100644
--- a/intern/cycles/kernel/svm/svm_math_util.h
+++ b/intern/cycles/kernel/svm/svm_math_util.h
@@ -78,21 +78,21 @@ ccl_device void svm_vector_math(
                             floorf(safe_divide(Vector1.z, Vector2.z)) * Vector2.z);
       *Fac = 0.0f;
       break;
-    case NODE_VECTOR_MATH_MOD:
+    case NODE_VECTOR_MATH_MODULO:
       *Vector = make_float3(safe_modulo(Vector1.x, Vector2.x),
                             safe_modulo(Vector1.y, Vector2.y),
                             safe_modulo(Vector1.z, Vector2.z));
       *Fac = 0.0f;
       break;
-    case NODE_VECTOR_MATH_ABS:
+    case NODE_VECTOR_MATH_ABSOLUTE:
       *Vector = fabs(Vector1);
       *Fac = 0.0f;
       break;
-    case NODE_VECTOR_MATH_MIN:
+    case NODE_VECTOR_MATH_MINIMUM:
       *Vector = min(Vector1, Vector2);
       *Fac = 0.0f;
       break;
-    case NODE_VECTOR_MATH_MAX:
+    case NODE_VECTOR_MATH_MAXIMUM:
       *Vector = max(Vector1, Vector2);
       *Fac = 0.0f;
       break;
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index afa12a49035..69a4a8b599f 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -297,10 +297,10 @@ typedef enum NodeVectorMath {
   NODE_VECTOR_MATH_SCALE,
 
   NODE_VECTOR_MATH_SNAP,
-  NODE_VECTOR_MATH_MOD,
-  NODE_VECTOR_MATH_ABS,
-  NODE_VECTOR_MATH_MIN,
-  NODE_VECTOR_MATH_MAX,
+  NODE_VECTOR_MATH_MODULO,
+  NODE_VECTOR_MATH_ABSOLUTE,
+  NODE_VECTOR_MATH_MINIMUM,
+  NODE_VECTOR_MATH_MAXIMUM,
 } NodeVectorMath;
 
 typedef enum NodeMappingType {
diff --git a/intern/cycles/render/constant_fold.cpp b/intern/cycles/render/constant_fold.cpp
index 9fd219b8c12..217849dba85 100644
--- a/intern/cycles/render/constant_fold.cpp
+++ b/intern/cycles/render/constant_fold.cpp
@@ -410,7 +410,7 @@ void ConstantFolder::fold_vector_math(NodeVectorMath type) const
       }
       break;
     case NODE_VECTOR_MATH_LENGTH:
-    case NODE_VECTOR_MATH_ABS:
+    case NODE_VECTOR_MATH_ABSOLUTE:
       if (is_zero(vector1_in)) {
         make_zero();
       }
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 792da069523..6204db53381 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -5725,10 +5725,10 @@ NODE_DEFINE(VectorMathNode)
   type_enum.insert("normalize", NODE_VECTOR_MATH_NORMALIZE);
 
   type_enum.insert("snap", NODE_VECTOR_MATH_SNAP);
-  type_enum.insert("modulo", NODE_VECTOR_MATH_MOD);
-  type_enum.insert("absolute", NODE_VECTOR_MATH_ABS);
-  type_enum.insert("minimum", NODE_VECTOR_MATH_MIN);
-  type_enum.insert("maximum", NODE_VECTOR_MATH_MAX);
+  type_enum.insert("modulo", NODE_VECTOR_MATH_MODULO);
+  type_enum.insert("absolute", NODE_VECTOR_MATH_ABSOLUTE);
+  type_enum.insert("minimum", NODE_VECTOR_MATH_MINIMUM);
+  type_enum.insert("maximum", NODE_VECTOR_MATH_MAXIMUM);
 
   SOCKET_ENUM(type, "Type", type_enum, NODE_VECTOR_MATH_ADD);
 
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index f923c6b16dd..19b511b65fd 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -485,19 +485,19 @@ void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
   outval = 0.0;
 }
 
-void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vec_math_subtract(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
 {
   outvec = v1 - v2;
   outval = 0.0;
 }
 
-void vec_math_mul(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vec_math_multiply(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
 {
   outvec = v1 * v2;
   outval = 0.0;
 }
 
-void vec_math_div(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vec_math_divide(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
 {
   outvec = safe_divide(v1, v2);
   outval = 0.0;
@@ -566,25 +566,25 @@ void vec_math_snap(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
   outval = 0.0;
 }
 
-void vec_math_mod(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vec_math_modulo(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
 {
   outvec = mod(v1, v2);
   outval = 0.0;
 }
 
-void vec_math_abs(vec3 v, out vec3 outvec, out float outval)
+void vec_math_absolute(vec3 v, out vec3 outvec, out float outval)
 {
   outvec = abs(v);
   outval = 0.0;
 }
 
-void vec_math_min(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vec_math_minimum(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
 {
   outvec = min(v1, v2);
   outval = 0.0;
 }
 
-void vec_math_max(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
+void vec_math_maximum(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
 {
   outvec = max(v1, v2);
   outval = 0.0;
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 1d37b6e6940..0898dc58d3e 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -1224,10 +1224,10 @@ enum {
   NODE_VECTOR_MATH_SCALE = 12,
 
   NODE_VECTOR_MATH_SNAP = 13,
-  NODE_VECTOR_MATH_MOD = 14,
-  NODE_VECTOR_MATH_ABS = 15,
-  NODE_VECTOR_MATH_MIN = 16,
-  NODE_VECTOR_MATH_MAX = 17,
+  NODE_VECTOR_MATH_MODULO = 14,
+  NODE_VECTOR_MATH_ABSOLUTE = 15,
+  NODE_VECTOR_MATH_MINIMUM = 16,
+  NODE_VECTOR_MATH_MAXIMUM = 17,
 };
 
 /* mix rgb node flags */
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 751b2c2c752..eac2eb44fd0 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -169,10 +169,10 @@ const EnumPropertyItem rna_enum_node_vec_math_items[] = {
     {NODE_VECTOR_MATH_NORMALIZE, "NORMALIZE", 0, "Normalize", ""},
     {0, "", ICON_NONE, NULL, NULL},
     {NODE_VECTOR_MATH_SNAP, "SNAP", 0, "Snap", "Entrywise floor"},
-    {NODE_VECTOR_MATH_MOD, "MODULO", 0, "Modulo", "Entrywise modulo"},
-    {NODE_VECTOR_MATH_ABS, "ABSOLUTE", 0, "Absolute", "Entrywise absolute"},
-    {NODE_VECTOR_MATH_MIN, "MINIMUM", 0, "Minimum", "Entrywise minimum"},
-    {NODE_VECTOR_MATH_MAX, "MAXIMUM", 0, "Maximum", "Entrywise maximum"},
+    {NODE_VECTOR_MATH_MODULO, "MODULO", 0, "Modulo", "Entrywise modulo"},
+    {NODE_VECTOR_MATH_ABSOLUTE, "ABSOLUTE", 0, "Absolute", "Entrywise absolute"},
+    {NODE_VECTOR_MATH_MINIMUM, "MINIMUM", 0, "Minimum", "Entrywise minimum"},
+    {NODE_VECTOR_MATH_MAXIMUM, "MAXIMUM", 0, "Maximum", "Entrywise maximum"},
     {0, NULL, 0, NULL, NULL},
 };
 
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectMath.c b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
index e7883484b3d..11278fab9a3 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectMath.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectMath.c
@@ -41,9 +41,9 @@ static int gpu_shader_vect_math(GPUMaterial *mat,
 {
   static const char *names[] = {
       [NODE_VECTOR_MATH_ADD] = "vec_math_add",
-      [NODE_VECTOR_MATH_SUBTRACT] = "vec_math_sub",
-      [NODE_VECTOR_MATH_MULTIPLY] = "vec_math_mul",
-      [NODE_VECTOR_MATH_DIVIDE] = "vec_math_div",
+      [NODE_VECTOR_MATH_SUBTRACT] = "vec_math_subtract",
+      [NODE_VECTOR_MATH_MULTIPLY] = "vec_math_multiply",
+      [NODE_VECTOR_MATH_DIVIDE] = "vec_math_divide",
 
       [NODE_VECTOR_MATH_CROSS_PRODUCT] = "vec_math_cross",
       [NODE_VECTOR_MATH_PROJECT] = "vec_math_project",
@@ -57,16 +57,16 @@ static int gpu_shader_vect_math(GPUMaterial *mat,
       [NODE_VECTOR_MATH_NORMALIZE] = "vec_math_normalize",
 
       [NODE_VECTOR_MATH_SNAP] = "vec_math_snap",
-      [NODE_VECTOR_MATH_MOD] = "vec_math_mod",
-      [NODE_VECTOR_MATH_ABS] = "vec_math_abs",
-      [NODE_VECTOR_MATH_MIN] = "vec_math_min",
-      [NODE_VECTOR_MATH_MAX] = "vec_math_max",
+      [NODE_VECTOR_MATH_MODULO] = "vec_math_modulo",
+      [NODE_VECTOR_MATH_ABSOLUTE] = "vec_math_absolute",
+      [NODE_VECTOR_MATH_MINIMUM] = "vec_math_minimum",
+      [NODE_VECTOR_MATH_MAXIMUM] = "vec_math_maximum",
   };
 
   switch (node->custom1) {
     case NODE_VECTOR_MATH_LENGTH:
     case NODE_VECTOR_MATH_NORMALIZE:
-    case NODE_VECTOR_MATH_ABS: {
+    case NODE_VECTOR_MATH_ABSOLUTE: {
       GPUNodeStack tmp_in[2];
       memcpy(&tmp_in[0], &in[0], sizeof(GPUNodeStack));
       memcpy(&tmp_in[1], &in[3], sizeof(GPUNodeStack));
@@ -98,7 +98,7 @@ static void node_shader_update_vec_math(bNodeTree *UNUSED(ntree), bNode *node)
 
   nodeSetSocketAvailability(sockB,
                             !ELEM(node->custom1,
-                                  NODE_VECTOR_MATH_ABS,
+                                  NODE_VECTOR_MATH_ABSOLUTE,
                                   NODE_VECTOR_MATH_SCALE,
                                   NODE_VECTOR_MATH_LENGTH,
                                   NODE_VECTOR_MATH_NORMALIZE));



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