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/*
* 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.
*/
#include "BLI_compiler_attrs.h"
#include "DNA_texture_types.h"
#include "BKE_texture.h"
#include "RE_texture.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "node_geometry_util.hh"
static bNodeSocketTemplate geo_node_attribute_sample_texture_in[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{SOCK_STRING, N_("Mapping")},
{SOCK_STRING, N_("Result")},
{-1, ""},
};
static bNodeSocketTemplate geo_node_attribute_sample_texture_out[] = {
{SOCK_GEOMETRY, N_("Geometry")},
{-1, ""},
};
static void geo_node_attribute_sample_texture_layout(uiLayout *layout,
bContext *C,
PointerRNA *ptr)
{
uiTemplateID(layout, C, ptr, "texture", "texture.new", NULL, NULL, 0, ICON_NONE, NULL);
}
namespace blender::nodes {
static void execute_on_component(GeometryComponent &component, const GeoNodeExecParams ¶ms)
{
const bNode &node = params.node();
Tex *texture = reinterpret_cast<Tex *>(node.id);
const std::string result_attribute_name = params.get_input<std::string>("Result");
if (texture == nullptr) {
return;
}
const std::string mapping_name = params.get_input<std::string>("Mapping");
if (!component.attribute_exists(mapping_name)) {
return;
}
OutputAttributePtr attribute_out = component.attribute_try_get_for_output(
result_attribute_name, ATTR_DOMAIN_POINT, CD_PROP_COLOR);
if (!attribute_out) {
return;
}
Float3ReadAttribute mapping_attribute = component.attribute_get_for_read<float3>(
mapping_name, ATTR_DOMAIN_POINT, {0, 0, 0});
MutableSpan<Color4f> colors = attribute_out->get_span<Color4f>();
for (const int i : IndexRange(mapping_attribute.size())) {
TexResult texture_result = {0};
const float3 position = mapping_attribute[i];
/* For legacy reasons we have to map [0, 1] to [-1, 1] to support uv mappings. */
const float3 remapped_position = position * 2.0f - float3(1.0f);
BKE_texture_get_value(nullptr, texture, remapped_position, &texture_result, false);
colors[i] = {texture_result.tr, texture_result.tg, texture_result.tb, texture_result.ta};
}
attribute_out.apply_span_and_save();
}
static void geo_node_attribute_sample_texture_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Geometry");
if (geometry_set.has<MeshComponent>()) {
execute_on_component(geometry_set.get_component_for_write<MeshComponent>(), params);
}
if (geometry_set.has<PointCloudComponent>()) {
execute_on_component(geometry_set.get_component_for_write<PointCloudComponent>(), params);
}
params.set_output("Geometry", geometry_set);
}
} // namespace blender::nodes
void register_node_type_geo_sample_texture()
{
static bNodeType ntype;
geo_node_type_base(&ntype,
GEO_NODE_ATTRIBUTE_SAMPLE_TEXTURE,
"Attribute Sample Texture",
NODE_CLASS_ATTRIBUTE,
0);
node_type_size_preset(&ntype, NODE_SIZE_LARGE);
node_type_socket_templates(
&ntype, geo_node_attribute_sample_texture_in, geo_node_attribute_sample_texture_out);
ntype.geometry_node_execute = blender::nodes::geo_node_attribute_sample_texture_exec;
ntype.draw_buttons = geo_node_attribute_sample_texture_layout;
nodeRegisterType(&ntype);
}
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