Cycles / OSL:

* Ported the Brick Texture to OSL. Renders fine :)
This commit is contained in:
Thomas Dinges 2012-09-04 22:33:11 +00:00
parent dba5ef3ba8
commit 0206d7d02b
3 changed files with 97 additions and 3 deletions

@ -0,0 +1,94 @@
/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Brick */
float brick_noise(int n) /* fast integer noise */
{
int nn;
n = (n >> 13) ^ n;
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
return 0.5 * ((float)nn / 1073741824.0);
}
float brick(point p, float mortar_size, float bias,
float BrickWidth, float row_height, float offset_amount, int offset_frequency,
float squash_amount, int squash_frequency, float tint)
{
int bricknum, rownum;
float offset = 0.0;
float brick_width = BrickWidth;
float x, y;
rownum = (int)floor(p[1] / row_height);
if(offset_frequency && squash_frequency) {
brick_width *= ((int)(rownum) % squash_frequency ) ? 1.0 : squash_amount; /* squash */
offset = ((int)(rownum) % offset_frequency ) ? 0 : (brick_width*offset_amount); /* offset */
}
bricknum = (int)floor((p[0]+offset) / brick_width);
x = (p[0]+offset) - brick_width*bricknum;
y = p[1] - row_height*rownum;
tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0);
return (x < mortar_size || y < mortar_size ||
x > (brick_width - mortar_size) ||
y > (row_height - mortar_size)) ? 1.0 : 0.0;
}
shader node_brick_texture(
float Offset = 0.5,
int OffsetFrequency = 2,
float Squash = 1.0,
int SquashFrequency = 1,
point Vector = P,
color Color1 = color(0.2, 0.2, 0.2),
color Color2 = color(0.8, 0.8, 0.8),
color Mortar = color(0.0, 0.0, 0.0),
float Scale = 5.0,
float MortarSize = 0.02,
float Bias = 0.0,
float BrickWidth = 0.5,
float RowHeight = 0.25,
output float Fac = 0.0,
output color Color = color(0.2, 0.2, 0.2))
{
float tint = 0.0;
color Col = Color1;
Fac = brick(Vector*Scale, MortarSize, Bias, BrickWidth, RowHeight,
Offset, OffsetFrequency, Squash, SquashFrequency, tint);
if(Fac != 1.0) {
float facm = 1.0 - tint;
Col[0] = facm * (Color1[0]) + tint * Color2[0];
Col[1] = facm * (Color1[1]) + tint * Color2[1];
Col[2] = facm * (Color1[2]) + tint * Color2[2];
}
Color = (Fac == 1.0) ? Mortar: Col;
}

@ -70,7 +70,7 @@ __device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack
/* RNA properties */
uint offset_frequency, squash_frequency;
float tint = 0;
float tint = 0.0f;
decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);

@ -984,9 +984,9 @@ void BrickTextureNode::compile(SVMCompiler& compiler)
void BrickTextureNode::compile(OSLCompiler& compiler)
{
compiler.parameter("Offset", offset);
compiler.parameter("Offset Frequency", offset_frequency);
compiler.parameter("OffsetFrequency", offset_frequency);
compiler.parameter("Squash", squash);
compiler.parameter("Squash Frequency", squash_frequency);
compiler.parameter("SquashFrequency", squash_frequency);
compiler.add(this, "node_brick_texture");
}