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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 ns) /* fast integer noise */
- {
- int nn;
- int n = (ns + 1013) & 2147483647;
- 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 mortar_smooth,
- float bias,
- float BrickWidth,
- float row_height,
- float offset_amount,
- int offset_frequency,
- float squash_amount,
- int squash_frequency,
- output 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);
- float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
- if (min_dist >= mortar_size) {
- return 0.0;
- }
- else if (mortar_smooth == 0.0) {
- return 1.0;
- }
- else {
- min_dist = 1.0 - min_dist / mortar_size;
- return smoothstep(0.0, mortar_smooth, min_dist);
- }
- }
- 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 offset_frequency = 2,
- float squash = 1.0,
- int squash_frequency = 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 MortarSmooth = 0.0,
- 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,
- MortarSmooth,
- Bias,
- BrickWidth,
- RowHeight,
- offset,
- offset_frequency,
- squash,
- squash_frequency,
- tint);
- if (Fac != 1.0) {
- float facm = 1.0 - tint;
- Col = facm * Color1 + tint * Color2;
- }
- Color = mix(Col, Mortar, Fac);
- }
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