Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_shader_tex_checker.cc « nodes « shader « nodes « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 7ba468a93e0588e7e633785157ca7a4243660e89 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
/*
 * 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<decl::Vector>("Vector").min(-10000.0f).max(10000.0f).implicit_field();
  b.add_input<decl::Color>("Color1").default_value({0.8f, 0.8f, 0.8f, 1.0f});
  b.add_input<decl::Color>("Color2").default_value({0.2f, 0.2f, 0.2f, 1.0f});
  b.add_input<decl::Float>("Scale")
      .min(-10000.0f)
      .max(10000.0f)
      .default_value(5.0f)
      .no_muted_links();
  b.add_output<decl::Color>("Color");
  b.add_output<decl::Float>("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<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_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);
}