/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2005 Blender Foundation. * All rights reserved. */ #include "../node_shader_util.h" namespace blender::nodes { static void sh_node_tex_checker_declare(NodeDeclarationBuilder &b) { b.is_function_node(); b.add_input(N_("Vector")).min(-10000.0f).max(10000.0f).implicit_field(); b.add_input(N_("Color1")).default_value({0.8f, 0.8f, 0.8f, 1.0f}); b.add_input(N_("Color2")).default_value({0.2f, 0.2f, 0.2f, 1.0f}); b.add_input(N_("Scale")) .min(-10000.0f) .max(10000.0f) .default_value(5.0f) .no_muted_links(); b.add_output(N_("Color")); b.add_output(N_("Fac")); }; } // namespace blender::nodes static void node_shader_init_tex_checker(bNodeTree *UNUSED(ntree), bNode *node) { NodeTexChecker *tex = (NodeTexChecker *)MEM_callocN(sizeof(NodeTexChecker), "NodeTexChecker"); BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT); BKE_texture_colormapping_default(&tex->base.color_mapping); node->storage = tex; } static int node_shader_gpu_tex_checker(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { node_shader_gpu_default_tex_coord(mat, node, &in[0].link); node_shader_gpu_tex_mapping(mat, node, in, out); return GPU_stack_link(mat, node, "node_tex_checker", in, out); } 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("Vector"); signature.single_input("Color1"); signature.single_input("Color2"); signature.single_input("Scale"); signature.single_output("Color"); signature.single_output("Fac"); return signature.build(); } void call(blender::IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override { const VArray &vector = params.readonly_single_input(0, "Vector"); const VArray &color1 = params.readonly_single_input( 1, "Color1"); const VArray &color2 = params.readonly_single_input( 2, "Color2"); const VArray &scale = params.readonly_single_input(3, "Scale"); MutableSpan r_color = params.uninitialized_single_output_if_required(4, "Color"); MutableSpan r_fac = params.uninitialized_single_output(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_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); }