-Fixed matrix and vec+scalar multiplication issues, fixes #1143

This commit is contained in:
Juan Linietsky 2015-01-07 20:29:05 -03:00
parent 1659f82e7e
commit 3f1dd9c57f
2 changed files with 36 additions and 15 deletions

View File

@ -1289,7 +1289,7 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= {
{NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_XFORM_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 x mat4 {NODE_XFORM_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 x mat4
{NODE_XFORM_VEC_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 mult (with no-translation option) {NODE_XFORM_VEC_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 mult (with no-translation option)
{NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option) {NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_VEC,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option)
{NODE_SCALAR_FUNC,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar function (sin,{SLOT_MAX},{SLOT_MAX}}, cos,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_SCALAR_FUNC,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar function (sin,{SLOT_MAX},{SLOT_MAX}}, cos,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_FUNC,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vector function (normalize,{SLOT_MAX},{SLOT_MAX}}, negate,{SLOT_MAX},{SLOT_MAX}}, reciprocal,{SLOT_MAX},{SLOT_MAX}}, rgb2hsv,{SLOT_MAX},{SLOT_MAX}}, hsv2rgb,{SLOT_MAX},{SLOT_MAX}}, etc,{SLOT_MAX},{SLOT_MAX}}, etc) {NODE_VEC_FUNC,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vector function (normalize,{SLOT_MAX},{SLOT_MAX}}, negate,{SLOT_MAX},{SLOT_MAX}}, reciprocal,{SLOT_MAX},{SLOT_MAX}}, rgb2hsv,{SLOT_MAX},{SLOT_MAX}}, hsv2rgb,{SLOT_MAX},{SLOT_MAX}}, etc,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_LEN,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 length {NODE_VEC_LEN,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 length
@ -1769,9 +1769,9 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
int op = p_node->param1; int op = p_node->param1;
String optxt; String optxt;
switch(op) { switch(op) {
case VEC_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break; case VEC_SCALAR_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
case VEC_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break; case VEC_SCALAR_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
case VEC_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break; case VEC_SCALAR_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
} }
code+=OUTNAME(p_node->id,0)+"="+optxt+"\n"; code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";
@ -1789,18 +1789,18 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
bool no_translation = p_node->param1; bool no_translation = p_node->param1;
if (no_translation) { if (no_translation) {
code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",0);\n"; code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",0)).xyz;\n";
} else { } else {
code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",1);\n"; code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",1)).xyz;\n";
} }
}break; }break;
case NODE_XFORM_VEC_INV_MULT: { case NODE_XFORM_VEC_INV_MULT: {
bool no_translation = p_node->param1; bool no_translation = p_node->param1;
if (no_translation) { if (no_translation) {
code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",0);\n"; code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",0)).xyz;\n";
} else { } else {
code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",1);\n"; code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",1)).xyz;\n";
} }
}break; }break;
case NODE_SCALAR_FUNC: { case NODE_SCALAR_FUNC: {

View File

@ -745,14 +745,9 @@ void ShaderGraphView::_create_node(int p_id) {
} break; // mat4 x mat4 } break; // mat4 x mat4
case ShaderGraph::NODE_XFORM_VEC_MULT: case ShaderGraph::NODE_XFORM_VEC_MULT: {
case ShaderGraph::NODE_XFORM_VEC_INV_MULT: {
if (graph->node_get_type(type,p_id)==ShaderGraph::NODE_XFORM_VEC_INV_MULT)
gn->set_title("XFVecMult");
else
gn->set_title("XFVecInvMult");
gn->set_title("XFVecMult");
Button *button = memnew( Button("RotOnly")); Button *button = memnew( Button("RotOnly"));
button->set_toggle_mode(true); button->set_toggle_mode(true);
@ -774,6 +769,32 @@ void ShaderGraphView::_create_node(int p_id) {
gn->set_slot(1,true,ShaderGraph::SLOT_TYPE_XFORM,typecol[ShaderGraph::SLOT_TYPE_XFORM],true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC]); gn->set_slot(1,true,ShaderGraph::SLOT_TYPE_XFORM,typecol[ShaderGraph::SLOT_TYPE_XFORM],true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC]);
gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color()); gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color());
} break;
case ShaderGraph::NODE_XFORM_VEC_INV_MULT: {
gn->set_title("XFVecInvMult");
Button *button = memnew( Button("RotOnly"));
button->set_toggle_mode(true);
button->set_pressed(graph->xform_vec_mult_node_get_no_translation(type,p_id));
button->connect("toggled",this,"_xform_inv_rev_changed",varray(p_id));
gn->add_child(button);
gn->add_child( memnew(Label("vec")));
HBoxContainer *hbc = memnew( HBoxContainer );
hbc->add_constant_override("separation",0);
hbc->add_child( memnew(Label("xf")));
hbc->add_spacer();
Label *l = memnew(Label("out"));
l->set_align(Label::ALIGN_RIGHT);
hbc->add_child( l);
gn->add_child(hbc);
gn->set_slot(1,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color());
gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_XFORM,typecol[ShaderGraph::SLOT_TYPE_XFORM],true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC]);
} break; // mat4 x vec3 inverse mult (with no-translation option) } break; // mat4 x vec3 inverse mult (with no-translation option)
case ShaderGraph::NODE_SCALAR_FUNC: { case ShaderGraph::NODE_SCALAR_FUNC: {