forked from bartvdbraak/blender
ce06d6d795
* Avoid some unneeded int castings, they were only needed in the original Texture Nodes implementation as custom1 and custom2 were shorts.
116 lines
4.0 KiB
C
116 lines
4.0 KiB
C
/*
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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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CCL_NAMESPACE_BEGIN
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/* Brick */
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__device_noinline 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) & 0x7fffffff;
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return 0.5f * ((float)nn / 1073741824.0f);
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}
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__device_noinline float2 svm_brick(float3 p, float scale, float mortar_size, float bias,
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float brick_width, float row_height, float offset_amount, int offset_frequency,
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float squash_amount, int squash_frequency)
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{
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p *= scale;
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int bricknum, rownum;
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float offset = 0.0f;
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float x, y;
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rownum = floor_to_int(p.y / row_height);
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if(offset_frequency && squash_frequency) {
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brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */
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offset = (rownum % offset_frequency) ? 0.0f : (brick_width*offset_amount); /* offset */
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}
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bricknum = floor_to_int((p.x+offset) / brick_width);
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x = (p.x+offset) - brick_width*bricknum;
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y = p.y - row_height*rownum;
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return make_float2(
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clamp((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f),
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(x < mortar_size || y < mortar_size ||
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x > (brick_width - mortar_size) ||
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y > (row_height - mortar_size)) ? 1.0f : 0.0f);
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}
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__device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
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{
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uint4 node2 = read_node(kg, offset);
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uint4 node3 = read_node(kg, offset);
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/* Input and Output Sockets */
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uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset;
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uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset;
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uint color_offset, fac_offset;
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/* RNA properties */
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uint offset_frequency, squash_frequency;
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decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
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decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
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decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL);
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decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL);
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float3 co = stack_load_float3(stack, co_offset);
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float3 color1 = stack_load_float3(stack, color1_offset);
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float3 color2 = stack_load_float3(stack, color2_offset);
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float3 mortar = stack_load_float3(stack, mortar_offset);
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float scale = stack_load_float_default(stack, scale_offset, node2.y);
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float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
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float bias = stack_load_float_default(stack, bias_offset, node2.w);
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float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
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float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
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float offset_amount = __int_as_float(node3.z);
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float squash_amount = __int_as_float(node3.w);
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float2 f2 = svm_brick(co, scale, mortar_size, bias, brick_width, row_height,
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offset_amount, offset_frequency, squash_amount, squash_frequency);
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float tint = f2.x;
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float f = f2.y;
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if(f != 1.0f) {
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float facm = 1.0f - tint;
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color1.x = facm * (color1.x) + tint * color2.x;
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color1.y = facm * (color1.y) + tint * color2.y;
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color1.z = facm * (color1.z) + tint * color2.z;
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}
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if(stack_valid(color_offset))
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stack_store_float3(stack, color_offset, (f == 1.0f)? mortar: color1);
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if(stack_valid(fac_offset))
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stack_store_float(stack, fac_offset, f);
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}
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CCL_NAMESPACE_END
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