[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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