[Bf-blender-cvs] [20a4cdfd700] master: Cycles: Vector Rotate Node using Axis and Angle method

Charlie Jolly noreply at git.blender.org
Mon Feb 17 16:45:19 CET 2020


Commit: 20a4cdfd700d3722fdcaa3b3952ccea1b0e6ee47
Author: Charlie Jolly
Date:   Mon Feb 17 15:15:46 2020 +0000
Branches: master
https://developer.blender.org/rB20a4cdfd700d3722fdcaa3b3952ccea1b0e6ee47

Cycles: Vector Rotate Node using Axis and Angle method

This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods.

Reviewed By: #cycles, brecht

Differential Revision: https://developer.blender.org/D3789

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

M	intern/cycles/blender/blender_shader.cpp
M	intern/cycles/kernel/CMakeLists.txt
M	intern/cycles/kernel/shaders/CMakeLists.txt
M	intern/cycles/kernel/shaders/node_math.h
A	intern/cycles/kernel/shaders/node_vector_rotate.osl
M	intern/cycles/kernel/svm/svm.h
M	intern/cycles/kernel/svm/svm_types.h
A	intern/cycles/kernel/svm/svm_vector_rotate.h
M	intern/cycles/render/nodes.cpp
M	intern/cycles/render/nodes.h
M	release/scripts/startup/nodeitems_builtins.py
M	source/blender/blenkernel/BKE_node.h
M	source/blender/blenkernel/intern/node.c
M	source/blender/editors/space_node/drawnode.c
M	source/blender/gpu/CMakeLists.txt
M	source/blender/gpu/intern/gpu_material_library.c
A	source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl
M	source/blender/makesdna/DNA_node_types.h
M	source/blender/makesrna/intern/rna_nodetree.c
M	source/blender/nodes/CMakeLists.txt
M	source/blender/nodes/NOD_shader.h
M	source/blender/nodes/NOD_static_types.h
A	source/blender/nodes/shader/nodes/node_shader_vector_rotate.c

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

diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 12009d6160c..5a70126e012 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -323,6 +323,12 @@ static ShaderNode *add_node(Scene *scene,
     vector_math_node->type = (NodeVectorMathType)b_vector_math_node.operation();
     node = vector_math_node;
   }
+  else if (b_node.is_a(&RNA_ShaderNodeVectorRotate)) {
+    BL::ShaderNodeVectorRotate b_vector_rotate_node(b_node);
+    VectorRotateNode *vector_rotate_node = new VectorRotateNode();
+    vector_rotate_node->type = (NodeVectorRotateType)b_vector_rotate_node.rotation_type();
+    node = vector_rotate_node;
+  }
   else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
     BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
     VectorTransformNode *vtransform = new VectorTransformNode();
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt
index 99172f30b8b..566b6e3d191 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -228,6 +228,7 @@ set(SRC_SVM_HEADERS
   svm/svm_fractal_noise.h
   svm/svm_types.h
   svm/svm_value.h
+  svm/svm_vector_rotate.h
   svm/svm_vector_transform.h
   svm/svm_voronoi.h
   svm/svm_voxel.h
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index 1c9445107ad..958ebe2f04e 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -78,6 +78,7 @@ set(SRC_OSL
   node_value.osl
   node_vector_curves.osl
   node_vector_math.osl
+  node_vector_rotate.osl
   node_vector_transform.osl
   node_velvet_bsdf.osl
   node_vertex_color.osl
diff --git a/intern/cycles/kernel/shaders/node_math.h b/intern/cycles/kernel/shaders/node_math.h
index 7d8478672af..4b1a6c5bc16 100644
--- a/intern/cycles/kernel/shaders/node_math.h
+++ b/intern/cycles/kernel/shaders/node_math.h
@@ -87,3 +87,24 @@ point wrap(point value, point max, point min)
                wrap(value[1], max[1], min[1]),
                wrap(value[2], max[2], min[2]));
 }
+
+matrix euler_to_mat(point euler)
+{
+  float cx = cos(euler[0]);
+  float cy = cos(euler[1]);
+  float cz = cos(euler[2]);
+  float sx = sin(euler[0]);
+  float sy = sin(euler[1]);
+  float sz = sin(euler[2]);
+  matrix mat = matrix(1.0);
+  mat[0][0] = cy * cz;
+  mat[0][1] = cy * sz;
+  mat[0][2] = -sy;
+  mat[1][0] = sy * sx * cz - cx * sz;
+  mat[1][1] = sy * sx * sz + cx * cz;
+  mat[1][2] = cy * sx;
+  +mat[2][0] = sy * cx * cz + sx * sz;
+  mat[2][1] = sy * cx * sz - sx * cz;
+  mat[2][2] = cy * cx;
+  return mat;
+}
diff --git a/intern/cycles/kernel/shaders/node_vector_rotate.osl b/intern/cycles/kernel/shaders/node_vector_rotate.osl
new file mode 100644
index 00000000000..a049ee92dbc
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_vector_rotate.osl
@@ -0,0 +1,70 @@
+/*
+ * Copyright 2011-2020 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.
+ */
+
+#include "stdcycles.h"
+#include "node_math.h"
+
+shader node_vector_rotate(string type = "axis",
+                          vector VectorIn = vector(0.0, 0.0, 0.0),
+                          point Center = point(0.0, 0.0, 0.0),
+                          point Rotation = point(0.0, 0.0, 0.0),
+                          vector Axis = vector(0.0, 0.0, 1.0),
+                          float Angle = 0.0,
+                          output vector VectorOut = vector(0.0, 0.0, 0.0))
+{
+  if (type == "euler_xyz") {
+    VectorOut = transform(euler_to_mat(Rotation), VectorIn - Center) + Center;
+  }
+  else if (type == "euler_xzy") {
+    VectorOut = transform(euler_to_mat(point(-Rotation[0], -Rotation[2], -Rotation[1])),
+                          VectorIn - Center) +
+                Center;
+  }
+  else if (type == "euler_yxz") {
+    VectorOut = transform(euler_to_mat(point(-Rotation[1], -Rotation[0], -Rotation[2])),
+                          VectorIn - Center) +
+                Center;
+  }
+  else if (type == "euler_yzx") {
+    VectorOut = transform(euler_to_mat(point(Rotation[1], Rotation[2], Rotation[0])),
+                          VectorIn - Center) +
+                Center;
+  }
+  else if (type == "euler_zxy") {
+    VectorOut = transform(euler_to_mat(point(Rotation[2], Rotation[0], Rotation[1])),
+                          VectorIn - Center) +
+                Center;
+  }
+  else if (type == "euler_zyx") {
+    VectorOut = transform(euler_to_mat(point(-Rotation[2], -Rotation[1], -Rotation[0])),
+                          VectorIn - Center) +
+                Center;
+  }
+  else if (type == "x_axis") {
+    VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(1.0, 0.0, 0.0)) + Center;
+  }
+  else if (type == "y_axis") {
+    VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 1.0, 0.0)) + Center;
+  }
+  else if (type == "z_axis") {
+    VectorOut = rotate(VectorIn - Center, Angle, point(0.0), vector(0.0, 0.0, 1.0)) + Center;
+  }
+  else {  // axis
+    VectorOut = (length(Axis) != 0.0) ?
+                    rotate(VectorIn - Center, Angle, point(0.0), Axis) + Center :
+                    VectorIn;
+  }
+}
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
index fd2833ee687..88c9dbf5838 100644
--- a/intern/cycles/kernel/svm/svm.h
+++ b/intern/cycles/kernel/svm/svm.h
@@ -200,6 +200,7 @@ CCL_NAMESPACE_END
 #include "kernel/svm/svm_voronoi.h"
 #include "kernel/svm/svm_checker.h"
 #include "kernel/svm/svm_brick.h"
+#include "kernel/svm/svm_vector_rotate.h"
 #include "kernel/svm/svm_vector_transform.h"
 #include "kernel/svm/svm_voxel.h"
 #include "kernel/svm/svm_bump.h"
@@ -513,6 +514,9 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg,
       case NODE_COMBINE_HSV:
         svm_node_combine_hsv(kg, sd, stack, node.y, node.z, node.w, &offset);
         break;
+      case NODE_VECTOR_ROTATE:
+        svm_node_vector_rotate(sd, stack, node.y, node.z, node.w);
+        break;
       case NODE_VECTOR_TRANSFORM:
         svm_node_vector_transform(kg, sd, stack, node);
         break;
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
index 45c299e0acb..cff2b964c51 100644
--- a/intern/cycles/kernel/svm/svm_types.h
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -153,6 +153,7 @@ typedef enum ShaderNodeType {
   NODE_AOV_START,
   NODE_AOV_VALUE,
   NODE_AOV_COLOR,
+  NODE_VECTOR_ROTATE,
 } ShaderNodeType;
 
 typedef enum NodeAttributeType {
@@ -351,6 +352,19 @@ typedef enum NodeMappingType {
   NODE_MAPPING_TYPE_NORMAL
 } NodeMappingType;
 
+typedef enum NodeVectorRotateType {
+  NODE_VECTOR_ROTATE_TYPE_AXIS,
+  NODE_VECTOR_ROTATE_TYPE_AXIS_X,
+  NODE_VECTOR_ROTATE_TYPE_AXIS_Y,
+  NODE_VECTOR_ROTATE_TYPE_AXIS_Z,
+  NODE_VECTOR_ROTATE_TYPE_EULER_XYZ,
+  NODE_VECTOR_ROTATE_TYPE_EULER_XZY,
+  NODE_VECTOR_ROTATE_TYPE_EULER_YXZ,
+  NODE_VECTOR_ROTATE_TYPE_EULER_YZX,
+  NODE_VECTOR_ROTATE_TYPE_EULER_ZXY,
+  NODE_VECTOR_ROTATE_TYPE_EULER_ZYX,
+} NodeVectorRotateType;
+
 typedef enum NodeVectorTransformType {
   NODE_VECTOR_TRANSFORM_TYPE_VECTOR,
   NODE_VECTOR_TRANSFORM_TYPE_POINT,
diff --git a/intern/cycles/kernel/svm/svm_vector_rotate.h b/intern/cycles/kernel/svm/svm_vector_rotate.h
new file mode 100644
index 00000000000..c7923e10c53
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_vector_rotate.h
@@ -0,0 +1,87 @@
+/*
+ * Copyright 2011-2020 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
+
+/* Vector Rotate */
+
+ccl_device void svm_node_vector_rotate(ShaderData *sd,
+                                       float *stack,
+                                       uint input_stack_offsets,
+                                       uint axis_stack_offsets,
+                                       uint result_stack_offset)
+{
+  uint type, vector_stack_offset, rotation_stack_offset, center_stack_offset, axis_stack_offset,
+      angle_stack_offset;
+
+  svm_unpack_node_uchar3(input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset);
+  svm_unpack_node_uchar3(
+      axis_stack_offsets, &center_stack_offset, &axis_stack_offset, &angle_stack_offset);
+
+  float3 vector = stack_load_float3(stack, vector_stack_offset);
+  float3 center = stack_load_float3(stack, center_stack_offset);
+  float3 result = make_float3(0.0f, 0.0f, 0.0f);
+
+  if (type != NODE_VECTOR_ROTATE_TYPE_AXIS && type != NODE_VECTOR_ROTATE_TYPE_AXIS_X &&
+      type != NODE_VECTOR_ROTATE_TYPE_AXIS_Y && type != NODE_VECTOR_ROTATE_TYPE_AXIS_Z) {
+    float3 rotation = stack_load_float3(stack, rotation_stack_offset);  // Default XYZ.
+    switch (type) {
+      case NODE_VECTOR_ROTATE_TYPE_EULER_XZY:
+        rotation = make_float3(-rotation.x, -rotation.z, -rotation.y);
+        break;
+      case NODE_VECTOR_ROTATE_TYPE_EULER_YXZ:
+        rotation = make_float3(-rotation.y, -rotation.x, -rotation.z);
+        break;
+      case NODE_VECTOR_ROTATE_TYPE_EULER_YZX:
+        rotation = make_float3(rotation.y, rotation.z, rotation.x);
+        break;
+      case NODE_VECTOR_ROTATE_TYPE_EULER_ZXY:
+        rotation = m

@@ Diff output truncated at 10240 characters. @@



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