forked from blender/blender
Implement export of Shader BSDF nodes #13
@ -16,28 +16,13 @@ NodeItem TexCheckerNodeParser::compute()
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if (!vector) {
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vector = create_node("texcoord", "vector2");
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}
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vector = vector * scale;
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NodeItem separate = create_node("separate2", "multioutput");
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separate.set_input("in", vector, NodeItem::Type::Vector2);
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separate.add_output("outx", NodeItem::Type::Float);
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separate.add_output("outy", NodeItem::Type::Float);
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NodeItem modulo_x = create_node("modulo", "float");
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modulo_x.set_input("in1", separate, "outx");
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modulo_x.set_input("in2", value(2.0f));
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NodeItem modulo_y = create_node("modulo", "float");
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modulo_y.set_input("in1", separate, "outy");
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modulo_y.set_input("in2", value(2.0f));
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NodeItem ifequal = (modulo_x.floor() + modulo_y.floor())
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.if_else(NodeItem::CompareOp::Eq, value(1.0f), value(0.0f), value(1.0f));
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vector = (vector * scale) % value(2.0f);
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NodeItem mix = (vector.extract(0).floor() + vector.extract(1).floor())
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.if_else(NodeItem::CompareOp::Eq, value(1.0f), value(1.0f), value(0.0f));
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NodeItem res = create_node("mix", "color3");
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res.set_input("bg", color1, NodeItem::Type::Color3);
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res.set_input("fg", color2, NodeItem::Type::Color3);
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res.set_input("mix", ifequal);
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res.set_input("fg", color1, NodeItem::Type::Color3);
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res.set_input("bg", color2, NodeItem::Type::Color3);
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res.set_input("mix", mix);
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return res;
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}
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