blender/intern/cycles/kernel/shaders/node_brick_texture.osl
2014-09-30 02:04:34 +10:00

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/*
* 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 >> 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[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;
}