Geometry Nodes: Add Checker Texture
Port checker shader to GN Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12762
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@ -724,6 +724,7 @@ geometry_node_categories = [
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NodeItem("FunctionNodeReplaceString"),
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]),
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GeometryNodeCategory("GEO_TEXTURE", "Texture", items=[
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NodeItem("ShaderNodeTexChecker"),
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NodeItem("ShaderNodeTexGradient"),
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NodeItem("ShaderNodeTexMagic"),
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NodeItem("ShaderNodeTexMusgrave"),
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@ -59,17 +59,81 @@ static int node_shader_gpu_tex_checker(GPUMaterial *mat,
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return GPU_stack_link(mat, node, "node_tex_checker", in, out);
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}
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/* node type definition */
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namespace blender::nodes {
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class NodeTexChecker : public fn::MultiFunction {
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public:
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NodeTexChecker()
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{
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static fn::MFSignature signature = create_signature();
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this->set_signature(&signature);
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}
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static fn::MFSignature create_signature()
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{
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fn::MFSignatureBuilder signature{"Checker"};
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signature.single_input<float3>("Vector");
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signature.single_input<ColorGeometry4f>("Color1");
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signature.single_input<ColorGeometry4f>("Color2");
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signature.single_input<float>("Scale");
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signature.single_output<ColorGeometry4f>("Color");
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signature.single_output<float>("Fac");
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return signature.build();
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}
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void call(blender::IndexMask mask,
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fn::MFParams params,
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fn::MFContext UNUSED(context)) const override
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{
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const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");
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const VArray<ColorGeometry4f> &color1 = params.readonly_single_input<ColorGeometry4f>(
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1, "Color1");
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const VArray<ColorGeometry4f> &color2 = params.readonly_single_input<ColorGeometry4f>(
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2, "Color2");
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const VArray<float> &scale = params.readonly_single_input<float>(3, "Scale");
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MutableSpan<ColorGeometry4f> r_color =
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params.uninitialized_single_output_if_required<ColorGeometry4f>(4, "Color");
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MutableSpan<float> r_fac = params.uninitialized_single_output<float>(5, "Fac");
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for (int64_t i : mask) {
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/* Avoid precision issues on unit coordinates. */
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const float3 p = (vector[i] * scale[i] + 0.000001f) * 0.999999f;
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const int xi = abs((int)(floorf(p.x)));
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const int yi = abs((int)(floorf(p.y)));
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const int zi = abs((int)(floorf(p.z)));
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r_fac[i] = ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
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}
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if (!r_color.is_empty()) {
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for (int64_t i : mask) {
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r_color[i] = (r_fac[i] == 1.0f) ? color1[i] : color2[i];
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}
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}
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}
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};
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static void sh_node_tex_checker_build_multi_function(
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blender::nodes::NodeMultiFunctionBuilder &builder)
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{
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static NodeTexChecker fn;
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builder.set_matching_fn(fn);
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}
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} // namespace blender::nodes
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void register_node_type_sh_tex_checker(void)
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{
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static bNodeType ntype;
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sh_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0);
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sh_fn_node_type_base(&ntype, SH_NODE_TEX_CHECKER, "Checker Texture", NODE_CLASS_TEXTURE, 0);
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ntype.declare = blender::nodes::sh_node_tex_checker_declare;
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node_type_init(&ntype, node_shader_init_tex_checker);
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node_type_storage(
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&ntype, "NodeTexChecker", node_free_standard_storage, node_copy_standard_storage);
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node_type_gpu(&ntype, node_shader_gpu_tex_checker);
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ntype.build_multi_function = blender::nodes::sh_node_tex_checker_build_multi_function;
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nodeRegisterType(&ntype);
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}
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