forked from bartvdbraak/blender
e4ef608020
* Implementation of Vector Transform Node into Cycles. * OSL backend is done, SVM needs the matrices still.
51 lines
1.5 KiB
Plaintext
51 lines
1.5 KiB
Plaintext
/*
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* Copyright 2013, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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shader node_vector_transform(
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string type = "Vector",
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string convert_from = "World",
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string convert_to = "Object",
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vector VectorIn = vector(0.0, 0.0, 0.0),
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output vector VectorOut = vector(0.0, 0.0, 0.0))
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{
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/* OSL uses lower case variable names here */
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string from = "world";
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string to = "object";
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if (convert_from == "Object")
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from = "object";
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else if (convert_from == "Camera")
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from = "camera";
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if (convert_to == "World")
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to = "world";
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else if (convert_to == "Camera")
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to = "camera";
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if (type == "Vector") {
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VectorOut = transform(from, to, VectorIn);
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}
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else if (type == "Point") {
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point Point = point(VectorIn[0], VectorIn[1], VectorIn[2]);
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VectorOut = transform(from, to, Point);
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}
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}
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