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source/blender/nodes/shader/nodes/node_shader_tex_checker.cc
| Show First 20 Lines • Show All 53 Lines • ▼ Show 20 Lines | static int node_shader_gpu_tex_checker(GPUMaterial *mat, | ||||
| GPUNodeStack *out) | GPUNodeStack *out) | ||||
| { | { | ||||
| node_shader_gpu_default_tex_coord(mat, node, &in[0].link); | node_shader_gpu_default_tex_coord(mat, node, &in[0].link); | ||||
| node_shader_gpu_tex_mapping(mat, node, in, out); | node_shader_gpu_tex_mapping(mat, node, in, out); | ||||
| return GPU_stack_link(mat, node, "node_tex_checker", 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. | |||||
JacquesLuckeUnsubmitted 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 */ | |||||
JacquesLuckeUnsubmitted Done Inline ActionsComment style. JacquesLucke: Comment style.
Can you provide an example for where this is necessary? | |||||
charlieAuthorUnsubmitted 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 */ | /* node type definition */ | ||||
| void register_node_type_sh_tex_checker(void) | void register_node_type_sh_tex_checker(void) | ||||
| { | { | ||||
| static bNodeType ntype; | static bNodeType ntype; | ||||
| sh_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0); | 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; | ntype.declare = blender::nodes::sh_node_tex_checker_declare; | ||||
| node_type_init(&ntype, node_shader_init_tex_checker); | node_type_init(&ntype, node_shader_init_tex_checker); | ||||
| node_type_storage( | node_type_storage( | ||||
| &ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage); | &ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage); | ||||
| node_type_gpu(&ntype, node_shader_gpu_tex_checker); | node_type_gpu(&ntype, node_shader_gpu_tex_checker); | ||||
| ntype.build_multi_function = blender::nodes::sh_node_tex_checker_build_multi_function; | |||||
| nodeRegisterType(&ntype); | nodeRegisterType(&ntype); | ||||
| } | } | ||||
The blender:: part is not necessary.