forked from bartvdbraak/blender
0206d7d02b
* Ported the Brick Texture to OSL. Renders fine :)
95 lines
2.7 KiB
Plaintext
95 lines
2.7 KiB
Plaintext
/*
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* Copyright 2012, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 >> 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 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 *= ((int)(rownum) % squash_frequency ) ? 1.0 : squash_amount; /* squash */
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offset = ((int)(rownum) % offset_frequency ) ? 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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return (x < mortar_size || y < mortar_size ||
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x > (brick_width - mortar_size) ||
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y > (row_height - mortar_size)) ? 1.0 : 0.0;
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}
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shader node_brick_texture(
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float Offset = 0.5,
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int OffsetFrequency = 2,
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float Squash = 1.0,
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int SquashFrequency = 1,
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point Vector = P,
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color Color1 = color(0.2, 0.2, 0.2),
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color Color2 = color(0.8, 0.8, 0.8),
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color Mortar = color(0.0, 0.0, 0.0),
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float Scale = 5.0,
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float MortarSize = 0.02,
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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 = color(0.2, 0.2, 0.2))
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{
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float tint = 0.0;
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color Col = Color1;
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Fac = brick(Vector*Scale, MortarSize, Bias, BrickWidth, RowHeight,
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Offset, OffsetFrequency, Squash, SquashFrequency, tint);
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if(Fac != 1.0) {
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float facm = 1.0 - tint;
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Col[0] = facm * (Color1[0]) + tint * Color2[0];
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Col[1] = facm * (Color1[1]) + tint * Color2[1];
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Col[2] = facm * (Color1[2]) + tint * Color2[2];
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}
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Color = (Fac == 1.0) ? Mortar: Col;
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}
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