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source/blender/nodes/shader/nodes/node_shader_tex_checker.cc
- This file was added.
| /* | |||||
| * 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 blender::fn::MultiFunction { | |||||
| public: | |||||
| NodeTexChecker() | |||||
| { | |||||
| static blender::fn::MFSignature signature = create_signature(); | |||||
| this->set_signature(&signature); | |||||
| } | |||||
| static blender::fn::MFSignature create_signature() | |||||
| { | |||||
| blender::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, | |||||
| blender::fn::MFParams params, | |||||
| blender::fn::MFContext UNUSED(context)) const override | |||||
| { | |||||
| const blender::VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector"); | |||||
JacquesLucke: The `blender::` part is not necessary. | |||||
Done Inline ActionsThis comment is still valid. JacquesLucke: This comment is still valid. | |||||
| const blender::VArray<ColorGeometry4f> &color1 = params.readonly_single_input<ColorGeometry4f>( | |||||
| 1, "Color1"); | |||||
| const blender::VArray<ColorGeometry4f> &color2 = params.readonly_single_input<ColorGeometry4f>( | |||||
| 2, "Color2"); | |||||
| const blender::VArray<float> &scale = params.readonly_single_input<float>(3, "Scale"); | |||||
| blender::MutableSpan<ColorGeometry4f> r_color = | |||||
| params.uninitialized_single_output_if_required<ColorGeometry4f>(4, "Color"); | |||||
| blender::MutableSpan<float> r_fac = params.uninitialized_single_output<float>(5, "Fac"); | |||||
| const bool compute_color = !r_color.is_empty(); | |||||
| for (int64_t i : mask) { | |||||
| /* avoid precision issues on unit coordinates */ | |||||
Done Inline ActionsComment style. JacquesLucke: Comment style.
Can you provide an example for where this is necessary? | |||||
Done Inline ActionsThis is taken from the Cycles code. This may be less of an issue with GN but with the shader you can see the issue dating back to T51951 and the fix rB3232d8ec8f15. The same code is in Wave Texture too. charlie: This is taken from the Cycles code. This may be less of an issue with GN but with the shader… | |||||
| 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 (compute_color) { | |||||
| 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 | |||||
| /* node type definition */ | |||||
| 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); | |||||
| } | |||||
The blender:: part is not necessary.