Blender  V3.3
checker.h
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1 /* SPDX-License-Identifier: Apache-2.0
2  * Copyright 2011-2022 Blender Foundation */
3 
4 #pragma once
5 
7 
8 /* Checker */
9 
11 {
12  /* avoid precision issues on unit coordinates */
13  p.x = (p.x + 0.000001f) * 0.999999f;
14  p.y = (p.y + 0.000001f) * 0.999999f;
15  p.z = (p.z + 0.000001f) * 0.999999f;
16 
17  int xi = abs(float_to_int(floorf(p.x)));
18  int yi = abs(float_to_int(floorf(p.y)));
19  int zi = abs(float_to_int(floorf(p.z)));
20 
21  return ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
22 }
23 
26  ccl_private float *stack,
27  uint4 node)
28 {
29  uint co_offset, color1_offset, color2_offset, scale_offset;
30  uint color_offset, fac_offset;
31 
32  svm_unpack_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &scale_offset);
33  svm_unpack_node_uchar2(node.z, &color_offset, &fac_offset);
34 
35  float3 co = stack_load_float3(stack, co_offset);
36  float3 color1 = stack_load_float3(stack, color1_offset);
37  float3 color2 = stack_load_float3(stack, color2_offset);
38  float scale = stack_load_float_default(stack, scale_offset, node.w);
39 
40  float f = svm_checker(co * scale);
41 
42  if (stack_valid(color_offset))
43  stack_store_float3(stack, color_offset, (f == 1.0f) ? color1 : color2);
44  if (stack_valid(fac_offset))
45  stack_store_float(stack, fac_offset, f);
46 }
47 
unsigned int uint
Definition: BLI_sys_types.h:67
CCL_NAMESPACE_BEGIN ccl_device float svm_checker(float3 p)
Definition: checker.h:10
ccl_device_noinline void svm_node_tex_checker(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
Definition: checker.h:24
#define ccl_device
Definition: cuda/compat.h:32
#define ccl_private
Definition: cuda/compat.h:48
#define ccl_device_noinline
Definition: cuda/compat.h:40
#define CCL_NAMESPACE_END
Definition: cuda/compat.h:9
OperationNode * node
const KernelGlobalsCPU *ccl_restrict KernelGlobals
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar2(uint i, ccl_private uint *x, ccl_private uint *y)
ccl_device_inline float stack_load_float_default(ccl_private float *stack, uint a, uint value)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
ccl_device_inline bool stack_valid(uint a)
ShaderData
Definition: kernel/types.h:925
#define floorf(x)
Definition: metal/compat.h:224
T abs(const T &a)
float z
float y
float x
ccl_device_inline int float_to_int(float f)
Definition: util/math.h:410