forked from bartvdbraak/blender
b2974d7ab7
This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width. Mainly useful for displacement textures. The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility. Reviewers: sergey, dingto, juicyfruit, brecht Reviewed By: brecht Subscribers: Blendify, nutel Differential Revision: https://developer.blender.org/D2230
106 lines
2.8 KiB
Plaintext
106 lines
2.8 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.h"
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#include "node_texture.h"
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/* Brick */
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float brick_noise(int n) /* fast integer noise */
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{
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int nn;
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n = (n + 1013) & 2147483647;
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n = (n >> 13) ^ n;
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
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return 0.5 * ((float)nn / 1073741824.0);
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}
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float brick(point p, float mortar_size, float mortar_smooth, float bias,
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float BrickWidth, float row_height, float offset_amount, int offset_frequency,
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float squash_amount, int squash_frequency, float tint)
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{
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int bricknum, rownum;
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float offset = 0.0;
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float brick_width = BrickWidth;
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float x, y;
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rownum = (int)floor(p[1] / row_height);
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if (offset_frequency && squash_frequency) {
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brick_width *= (rownum % squash_frequency) ? 1.0 : squash_amount; /* squash */
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offset = (rownum % offset_frequency) ? 0.0 : (brick_width * offset_amount); /* offset */
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}
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bricknum = (int)floor((p[0] + offset) / brick_width);
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x = (p[0] + offset) - brick_width * bricknum;
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y = p[1] - row_height * rownum;
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tint = clamp((brick_noise((rownum << 16) + (bricknum & 65535)) + bias), 0.0, 1.0);
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float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
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if(min_dist >= mortar_size) {
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return 0.0;
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}
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else if(mortar_smooth == 0.0) {
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return 1.0;
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}
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else {
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min_dist = 1.0 - min_dist/mortar_size;
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return smoothstep(0.0, mortar_smooth, min_dist);
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}
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}
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shader node_brick_texture(
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int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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float offset = 0.5,
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int offset_frequency = 2,
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float squash = 1.0,
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int squash_frequency = 1,
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point Vector = P,
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color Color1 = 0.2,
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color Color2 = 0.8,
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color Mortar = 0.0,
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float Scale = 5.0,
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float MortarSize = 0.02,
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float MortarSmooth = 0.0,
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float Bias = 0.0,
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float BrickWidth = 0.5,
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float RowHeight = 0.25,
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output float Fac = 0.0,
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output color Color = 0.2)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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float tint = 0.0;
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color Col = Color1;
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Fac = brick(p * Scale, MortarSize, MortarSmooth, Bias, BrickWidth, RowHeight,
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offset, offset_frequency, squash, squash_frequency, tint);
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if (Fac != 1.0) {
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float facm = 1.0 - tint;
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Col = facm * Color1 + tint * Color2;
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}
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Color = mix(Col, Mortar, Fac);
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}
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