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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.
- */
- CCL_NAMESPACE_BEGIN
- /* Brick */
- ccl_device_noinline float brick_noise(uint n) /* fast integer noise */
- {
- uint nn;
- n = (n + 1013) & 0x7fffffff;
- n = (n >> 13) ^ n;
- nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
- return 0.5f * ((float)nn / 1073741824.0f);
- }
- ccl_device_noinline float2 svm_brick(float3 p,
- float mortar_size,
- float mortar_smooth,
- float bias,
- float brick_width,
- float row_height,
- float offset_amount,
- int offset_frequency,
- float squash_amount,
- int squash_frequency)
- {
- int bricknum, rownum;
- float offset = 0.0f;
- float x, y;
- rownum = floor_to_int(p.y / row_height);
- if (offset_frequency && squash_frequency) {
- brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */
- offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount); /* offset */
- }
- bricknum = floor_to_int((p.x + offset) / brick_width);
- x = (p.x + offset) - brick_width * bricknum;
- y = p.y - row_height * rownum;
- float tint = saturate((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias));
- float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
- float mortar;
- if (min_dist >= mortar_size) {
- mortar = 0.0f;
- }
- else if (mortar_smooth == 0.0f) {
- mortar = 1.0f;
- }
- else {
- min_dist = 1.0f - min_dist / mortar_size;
- mortar = (min_dist < mortar_smooth) ? smoothstepf(min_dist / mortar_smooth) : 1.0f;
- }
- return make_float2(tint, mortar);
- }
- ccl_device void svm_node_tex_brick(
- KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
- {
- uint4 node2 = read_node(kg, offset);
- uint4 node3 = read_node(kg, offset);
- uint4 node4 = read_node(kg, offset);
- /* Input and Output Sockets */
- uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset;
- uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset;
- uint color_offset, fac_offset, mortar_smooth_offset;
- /* RNA properties */
- uint offset_frequency, squash_frequency;
- decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
- decode_node_uchar4(
- node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
- decode_node_uchar4(
- node.w, &row_height_offset, &color_offset, &fac_offset, &mortar_smooth_offset);
- decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL);
- float3 co = stack_load_float3(stack, co_offset);
- float3 color1 = stack_load_float3(stack, color1_offset);
- float3 color2 = stack_load_float3(stack, color2_offset);
- float3 mortar = stack_load_float3(stack, mortar_offset);
- float scale = stack_load_float_default(stack, scale_offset, node2.y);
- float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
- float mortar_smooth = stack_load_float_default(stack, mortar_smooth_offset, node4.x);
- float bias = stack_load_float_default(stack, bias_offset, node2.w);
- float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
- float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
- float offset_amount = __int_as_float(node3.z);
- float squash_amount = __int_as_float(node3.w);
- float2 f2 = svm_brick(co * scale,
- mortar_size,
- mortar_smooth,
- bias,
- brick_width,
- row_height,
- offset_amount,
- offset_frequency,
- squash_amount,
- squash_frequency);
- float tint = f2.x;
- float f = f2.y;
- if (f != 1.0f) {
- float facm = 1.0f - tint;
- color1 = facm * color1 + tint * color2;
- }
- if (stack_valid(color_offset))
- stack_store_float3(stack, color_offset, color1 * (1.0f - f) + mortar * f);
- if (stack_valid(fac_offset))
- stack_store_float(stack, fac_offset, f);
- }
- CCL_NAMESPACE_END
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