blender/intern/cycles/kernel/shaders/node_mapping.osl
Kévin Dietrich b980cd163a Cycles: fix compilation of OSL shaders following API change
The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e).

Ref T82561.
2020-11-10 18:59:30 +01:00

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/*
* Copyright 2011-2013 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"
point safe_divide(point a, point b)
{
return point((b[0] != 0.0) ? a[0] / b[0] : 0.0,
(b[1] != 0.0) ? a[1] / b[1] : 0.0,
(b[2] != 0.0) ? a[2] / b[2] : 0.0);
}
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;
}
shader node_mapping(string mapping_type = "point",
point VectorIn = point(0.0, 0.0, 0.0),
point Location = point(0.0, 0.0, 0.0),
point Rotation = point(0.0, 0.0, 0.0),
point Scale = point(1.0, 1.0, 1.0),
output point VectorOut = point(0.0, 0.0, 0.0))
{
if (mapping_type == "point") {
VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location;
}
else if (mapping_type == "texture") {
VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)),
Scale);
}
else if (mapping_type == "vector") {
VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale));
}
else if (mapping_type == "normal") {
VectorOut = normalize((vector)transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale)));
}
else {
warning("%s", "Unknown Mapping vector type!");
}
}