blender/intern/cycles/kernel/shaders/node_brick_texture.osl
Sergey Sharybin de7b7572c2 Fix T46030: Strange behavior of Cycles Brick Texture
Added some extra seed to the hash, so it's now less likely to give repetitive
patters at values around zero.

This will change distribution of bricks for existing files. but it's something
inevitable.
2015-09-18 17:32:17 +05:00

97 lines
2.6 KiB
Plaintext

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Brick */
float brick_noise(int n) /* fast integer noise */
{
int nn;
n = (n + 1013) & 2147483647;
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 *= (rownum % squash_frequency) ? 1.0 : squash_amount; /* squash */
offset = (rownum % offset_frequency) ? 0.0 : (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(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Offset = 0.5,
int OffsetFrequency = 2,
float Squash = 1.0,
int SquashFrequency = 1,
point Vector = P,
color Color1 = 0.2,
color Color2 = 0.8,
color Mortar = 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 = 0.2)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
float tint = 0.0;
color Col = Color1;
Fac = brick(p * Scale, MortarSize, Bias, BrickWidth, RowHeight,
Offset, OffsetFrequency, Squash, SquashFrequency, tint);
if (Fac != 1.0) {
float facm = 1.0 - tint;
Col = facm * Color1 + tint * Color2;
}
Color = (Fac == 1.0) ? Mortar : Col;
}