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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
#include "node_shader_util.hh"
namespace blender::nodes::node_shader_tex_checker_cc {
static void sh_node_tex_checker_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Vector>(N_("Vector"))
.min(-10000.0f)
.max(10000.0f)
.implicit_field(implicit_field_inputs::position);
b.add_input<decl::Color>(N_("Color1")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Color>(N_("Color2")).default_value({0.2f, 0.2f, 0.2f, 1.0f});
b.add_input<decl::Float>(N_("Scale"))
.min(-10000.0f)
.max(10000.0f)
.default_value(5.0f)
.no_muted_links();
b.add_output<decl::Color>(N_("Color"));
b.add_output<decl::Float>(N_("Fac"));
}
static void node_shader_init_tex_checker(bNodeTree * /*ntree*/, bNode *node)
{
NodeTexChecker *tex = MEM_cnew<NodeTexChecker>(__func__);
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 * /*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);
}
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(IndexMask mask, fn::MFParams params, fn::MFContext /*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(NodeMultiFunctionBuilder &builder)
{
static NodeTexChecker fn;
builder.set_matching_fn(fn);
}
} // namespace blender::nodes::node_shader_tex_checker_cc
void register_node_type_sh_tex_checker()
{
namespace file_ns = blender::nodes::node_shader_tex_checker_cc;
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE);
ntype.declare = file_ns::sh_node_tex_checker_declare;
node_type_init(&ntype, file_ns::node_shader_init_tex_checker);
node_type_storage(
&ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage);
node_type_gpu(&ntype, file_ns::node_shader_gpu_tex_checker);
ntype.build_multi_function = file_ns::sh_node_tex_checker_build_multi_function;
nodeRegisterType(&ntype);
}
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