blender/intern/cycles/kernel/svm/svm_brick.h
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

110 lines
3.7 KiB
C

/*
* 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.
*/
CCL_NAMESPACE_BEGIN
/* Brick */
ccl_device_noinline float brick_noise(int n) /* fast integer noise */
{
int nn;
n = (n + 1013) & 0x7fffffff;
n = (n >> 13) ^ n;
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 0.5f * ((float)nn / 1073741824.0f);
}
ccl_device_noinline float2 svm_brick(float3 p, float mortar_size, float bias,
float brick_width, float row_height, float offset_amount, int offset_frequency,
float squash_amount, int squash_frequency)
{
int bricknum, rownum;
float offset = 0.0f;
float x, y;
rownum = floor_to_int(p.y / row_height);
if(offset_frequency && squash_frequency) {
brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */
offset = (rownum % offset_frequency) ? 0.0f : (brick_width*offset_amount); /* offset */
}
bricknum = floor_to_int((p.x+offset) / brick_width);
x = (p.x+offset) - brick_width*bricknum;
y = p.y - row_height*rownum;
return make_float2(
saturate((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias)),
(x < mortar_size || y < mortar_size ||
x > (brick_width - mortar_size) ||
y > (row_height - mortar_size)) ? 1.0f : 0.0f);
}
ccl_device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
{
uint4 node2 = read_node(kg, offset);
uint4 node3 = read_node(kg, offset);
/* Input and Output Sockets */
uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset;
uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset;
uint color_offset, fac_offset;
/* RNA properties */
uint offset_frequency, squash_frequency;
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);
decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL);
decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL);
float3 co = stack_load_float3(stack, co_offset);
float3 color1 = stack_load_float3(stack, color1_offset);
float3 color2 = stack_load_float3(stack, color2_offset);
float3 mortar = stack_load_float3(stack, mortar_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.y);
float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
float bias = stack_load_float_default(stack, bias_offset, node2.w);
float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
float offset_amount = __int_as_float(node3.z);
float squash_amount = __int_as_float(node3.w);
float2 f2 = svm_brick(co*scale, mortar_size, bias, brick_width, row_height,
offset_amount, offset_frequency, squash_amount, squash_frequency);
float tint = f2.x;
float f = f2.y;
if(f != 1.0f) {
float facm = 1.0f - tint;
color1 = facm * color1 + tint * color2;
}
if(stack_valid(color_offset))
stack_store_float3(stack, color_offset, (f == 1.0f)? mortar: color1);
if(stack_valid(fac_offset))
stack_store_float(stack, fac_offset, f);
}
CCL_NAMESPACE_END