* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
61 lines
1.7 KiB
Plaintext
61 lines
1.7 KiB
Plaintext
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "stdcycles.h"
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point safe_divide(point a, point b)
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{
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return point((b[0] != 0.0) ? a[0] / b[0] : 0.0,
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(b[1] != 0.0) ? a[1] / b[1] : 0.0,
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(b[2] != 0.0) ? a[2] / b[2] : 0.0);
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}
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matrix euler_to_mat(point euler)
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{
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float cx = cos(euler[0]);
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float cy = cos(euler[1]);
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float cz = cos(euler[2]);
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float sx = sin(euler[0]);
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float sy = sin(euler[1]);
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float sz = sin(euler[2]);
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matrix mat = matrix(1.0);
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mat[0][0] = cy * cz;
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mat[0][1] = cy * sz;
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mat[0][2] = -sy;
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mat[1][0] = sy * sx * cz - cx * sz;
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mat[1][1] = sy * sx * sz + cx * cz;
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mat[1][2] = cy * sx;
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mat[2][0] = sy * cx * cz + sx * sz;
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mat[2][1] = sy * cx * sz - sx * cz;
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mat[2][2] = cy * cx;
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return mat;
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}
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shader node_mapping(string mapping_type = "point",
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point VectorIn = point(0.0, 0.0, 0.0),
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point Location = point(0.0, 0.0, 0.0),
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point Rotation = point(0.0, 0.0, 0.0),
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point Scale = point(1.0, 1.0, 1.0),
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output point VectorOut = point(0.0, 0.0, 0.0))
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{
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if (mapping_type == "point") {
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VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale)) + Location;
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}
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else if (mapping_type == "texture") {
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VectorOut = safe_divide(transform(transpose(euler_to_mat(Rotation)), (VectorIn - Location)),
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Scale);
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}
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else if (mapping_type == "vector") {
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VectorOut = transform(euler_to_mat(Rotation), (VectorIn * Scale));
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}
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else if (mapping_type == "normal") {
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VectorOut = normalize((vector)transform(euler_to_mat(Rotation), safe_divide(VectorIn, Scale)));
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}
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else {
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warning("%s", "Unknown Mapping vector type!");
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}
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}
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