Geometry Nodes: Add Checker Texture

Port checker shader to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12762
This commit is contained in:
Charlie Jolly 2021-10-20 16:14:59 +01:00 committed by Charlie Jolly
parent 334a8d9b3e
commit 2537b32392
2 changed files with 67 additions and 2 deletions

View File

@ -724,6 +724,7 @@ geometry_node_categories = [
NodeItem("FunctionNodeReplaceString"),
]),
GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexMusgrave"),

View File

@ -59,17 +59,81 @@ static int node_shader_gpu_tex_checker(GPUMaterial *mat,
return GPU_stack_link(mat, node, "node_tex_checker", in, out);
}
/* node type definition */
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_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;
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);
}