blender/intern/cycles/kernel/shaders/node_brick_texture.osl

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/*
* 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) {
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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;
}