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source/blender/nodes/shader/nodes/node_shader_vector_rotate.cc
| Show All 15 Lines | |||||
| * The Original Code is Copyright (C) 2013 Blender Foundation. | * The Original Code is Copyright (C) 2013 Blender Foundation. | ||||
| * All rights reserved. | * All rights reserved. | ||||
| */ | */ | ||||
| /** \file | /** \file | ||||
| * \ingroup shdnodes | * \ingroup shdnodes | ||||
| */ | */ | ||||
| #include "node_shader_util.hh" | #include "../node_shader_util.h" | ||||
| namespace blender::nodes::node_shader_vector_rotate_cc { | namespace blender::nodes { | ||||
| static void sh_node_vector_rotate_declare(NodeDeclarationBuilder &b) | static void sh_node_vector_rotate_declare(NodeDeclarationBuilder &b) | ||||
| { | { | ||||
| b.is_function_node(); | b.is_function_node(); | ||||
| b.add_input<decl::Vector>(N_("Vector")).min(0.0f).max(1.0f).hide_value(); | b.add_input<decl::Vector>(N_("Vector")).min(0.0f).max(1.0f).hide_value(); | ||||
| b.add_input<decl::Vector>(N_("Center")); | b.add_input<decl::Vector>(N_("Center")); | ||||
| b.add_input<decl::Vector>(N_("Axis")).min(-1.0f).max(1.0f).default_value({0.0f, 0.0f, 1.0f}); | b.add_input<decl::Vector>(N_("Axis")).min(-1.0f).max(1.0f).default_value({0.0f, 0.0f, 1.0f}); | ||||
| b.add_input<decl::Float>(N_("Angle")).subtype(PROP_ANGLE); | b.add_input<decl::Float>(N_("Angle")).subtype(PROP_ANGLE); | ||||
| b.add_input<decl::Vector>(N_("Rotation")).subtype(PROP_EULER); | b.add_input<decl::Vector>(N_("Rotation")).subtype(PROP_EULER); | ||||
| b.add_output<decl::Vector>(N_("Vector")); | b.add_output<decl::Vector>(N_("Vector")); | ||||
| }; | }; | ||||
| } // namespace blender::nodes | |||||
| static const char *gpu_shader_get_name(int mode) | static const char *gpu_shader_get_name(int mode) | ||||
| { | { | ||||
| switch (mode) { | switch (mode) { | ||||
| case NODE_VECTOR_ROTATE_TYPE_AXIS: | case NODE_VECTOR_ROTATE_TYPE_AXIS: | ||||
| return "node_vector_rotate_axis_angle"; | return "node_vector_rotate_axis_angle"; | ||||
| case NODE_VECTOR_ROTATE_TYPE_AXIS_X: | case NODE_VECTOR_ROTATE_TYPE_AXIS_X: | ||||
| return "node_vector_rotate_axis_x"; | return "node_vector_rotate_axis_x"; | ||||
| case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: | case NODE_VECTOR_ROTATE_TYPE_AXIS_Y: | ||||
| ▲ Show 20 Lines • Show All 151 Lines • ▼ Show 20 Lines | nodeSetSocketAvailability( | ||||
| ntree, sock_rotation, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ)); | ntree, sock_rotation, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ)); | ||||
| bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis"); | bNodeSocket *sock_axis = nodeFindSocket(node, SOCK_IN, "Axis"); | ||||
| nodeSetSocketAvailability(ntree, sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS)); | nodeSetSocketAvailability(ntree, sock_axis, ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_AXIS)); | ||||
| bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle"); | bNodeSocket *sock_angle = nodeFindSocket(node, SOCK_IN, "Angle"); | ||||
| nodeSetSocketAvailability( | nodeSetSocketAvailability( | ||||
| ntree, sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ)); | ntree, sock_angle, !ELEM(node->custom1, NODE_VECTOR_ROTATE_TYPE_EULER_XYZ)); | ||||
| } | } | ||||
| } // namespace blender::nodes::node_shader_vector_rotate_cc | void register_node_type_sh_vector_rotate(void) | ||||
| void register_node_type_sh_vector_rotate() | |||||
| { | { | ||||
| namespace file_ns = blender::nodes::node_shader_vector_rotate_cc; | |||||
| static bNodeType ntype; | static bNodeType ntype; | ||||
| sh_fn_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0); | sh_fn_node_type_base(&ntype, SH_NODE_VECTOR_ROTATE, "Vector Rotate", NODE_CLASS_OP_VECTOR, 0); | ||||
| ntype.declare = file_ns::sh_node_vector_rotate_declare; | ntype.declare = blender::nodes::sh_node_vector_rotate_declare; | ||||
| node_type_gpu(&ntype, file_ns::gpu_shader_vector_rotate); | node_type_gpu(&ntype, gpu_shader_vector_rotate); | ||||
| node_type_update(&ntype, file_ns::node_shader_update_vector_rotate); | node_type_update(&ntype, node_shader_update_vector_rotate); | ||||
| ntype.build_multi_function = file_ns::sh_node_vector_rotate_build_multi_function; | ntype.build_multi_function = sh_node_vector_rotate_build_multi_function; | ||||
| nodeRegisterType(&ntype); | nodeRegisterType(&ntype); | ||||
| } | } | ||||