forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
99 lines
2.7 KiB
Plaintext
99 lines
2.7 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 >> 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 *= (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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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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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 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 = 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 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, 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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