blender/intern/cycles/kernel/svm/svm_vector_rotate.h
Charlie Jolly 847c091ae8 Shading: Add invert option to Vector Rotate Node
Checkbox to invert rotation angle, suggested by @simonthommes

Differential Revision: https://developer.blender.org/D6932
2020-03-02 12:49:19 +00:00

79 lines
2.8 KiB
C

/*
* 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, invert;
svm_unpack_node_uchar4(
input_stack_offsets, &type, &vector_stack_offset, &rotation_stack_offset, &invert);
svm_unpack_node_uchar3(
axis_stack_offsets, &center_stack_offset, &axis_stack_offset, &angle_stack_offset);
if (stack_valid(result_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_EULER_XYZ) {
float3 rotation = stack_load_float3(stack, rotation_stack_offset); // Default XYZ.
Transform rotationTransform = euler_to_transform(rotation);
if (invert) {
result = transform_direction_transposed(&rotationTransform, vector - center) + center;
}
else {
result = transform_direction(&rotationTransform, vector - center) + center;
}
}
else {
float3 axis;
switch (type) {
case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
axis = make_float3(1.0f, 0.0f, 0.0f);
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
axis = make_float3(0.0f, 1.0f, 0.0f);
break;
case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
axis = make_float3(0.0f, 0.0f, 1.0f);
break;
default:
axis = normalize(stack_load_float3(stack, axis_stack_offset));
break;
}
float angle = stack_load_float(stack, angle_stack_offset);
angle = invert ? -angle : angle;
result = (len_squared(axis) != 0.0f) ?
rotate_around_axis(vector - center, axis, angle) + center :
vector;
}
stack_store_float3(stack, result_stack_offset, result);
}
}
CCL_NAMESPACE_END