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-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_checker.cc68
2 files changed, 67 insertions, 2 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index c870ce13f7d..e481b360300 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -724,6 +724,7 @@ geometry_node_categories = [
NodeItem("FunctionNodeReplaceString"),
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
+ NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexMusgrave"),
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc b/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc
index 26abc66fc3d..7ba468a93e0 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_checker.cc
@@ -59,17 +59,81 @@ static int node_shader_gpu_tex_checker(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_tex_checker", in, out);
}
-/* node type definition */
+namespace blender::nodes {
+
+class NodeTexChecker : public fn::MultiFunction {
+ public:
+ NodeTexChecker()
+ {
+ static fn::MFSignature signature = create_signature();
+ this->set_signature(&signature);
+ }
+
+ static fn::MFSignature create_signature()
+ {
+ fn::MFSignatureBuilder signature{"Checker"};
+ signature.single_input<float3>("Vector");
+ signature.single_input<ColorGeometry4f>("Color1");
+ signature.single_input<ColorGeometry4f>("Color2");
+ signature.single_input<float>("Scale");
+ signature.single_output<ColorGeometry4f>("Color");
+ signature.single_output<float>("Fac");
+ return signature.build();
+ }
+
+ void call(blender::IndexMask mask,
+ fn::MFParams params,
+ fn::MFContext UNUSED(context)) const override
+ {
+ const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
+ const VArray<ColorGeometry4f> &color1 = params.readonly_single_input<ColorGeometry4f>(
+ 1, "Color1");
+ const VArray<ColorGeometry4f> &color2 = params.readonly_single_input<ColorGeometry4f>(
+ 2, "Color2");
+ const VArray<float> &scale = params.readonly_single_input<float>(3, "Scale");
+ MutableSpan<ColorGeometry4f> r_color =
+ params.uninitialized_single_output_if_required<ColorGeometry4f>(4, "Color");
+ MutableSpan<float> r_fac = params.uninitialized_single_output<float>(5, "Fac");
+
+ for (int64_t i : mask) {
+ /* Avoid precision issues on unit coordinates. */
+ const float3 p = (vector[i] * scale[i] + 0.000001f) * 0.999999f;
+
+ const int xi = abs((int)(floorf(p.x)));
+ const int yi = abs((int)(floorf(p.y)));
+ const int zi = abs((int)(floorf(p.z)));
+
+ r_fac[i] = ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
+ }
+
+ if (!r_color.is_empty()) {
+ for (int64_t i : mask) {
+ r_color[i] = (r_fac[i] == 1.0f) ? color1[i] : color2[i];
+ }
+ }
+ }
+};
+
+static void sh_node_tex_checker_build_multi_function(
+ blender::nodes::NodeMultiFunctionBuilder &builder)
+{
+ static NodeTexChecker fn;
+ builder.set_matching_fn(fn);
+}
+
+} // namespace blender::nodes
+
void register_node_type_sh_tex_checker(void)
{
static bNodeType ntype;
- sh_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0);
+ sh_fn_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0);
ntype.declare = blender::nodes::sh_node_tex_checker_declare;
node_type_init(&ntype, node_shader_init_tex_checker);
node_type_storage(
&ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, node_shader_gpu_tex_checker);
+ ntype.build_multi_function = blender::nodes::sh_node_tex_checker_build_multi_function;
nodeRegisterType(&ntype);
}