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authorSergey Sharybin <sergey.vfx@gmail.com>2016-05-20 17:13:44 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-05-20 17:13:44 +0300
commitb79214bbc54635ee76c41fd80a1bc67530770d63 (patch)
treef0041aba83bc50cbcb2e72ad5225296dd00ae731
parent0405bbeae2b61eec0fa0f598b7bf78a430c1c6f5 (diff)
Support Cycles brick texture in GLSL viewport
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl65
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_brick.c13
2 files changed, 72 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 3c6e2825acb..2e9dc9515ba 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2315,6 +2315,20 @@ void generated_from_orco(vec3 orco, out vec3 generated)
generated = orco * 0.5 + vec3(0.5);
}
+float integer_noise(int n)
+{
+ int nn;
+ n = (n + 1013) & 0x7fffffff;
+ n = (n >> 13) ^ n;
+ nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
+ return 0.5f * (float(nn) / 1073741824.0);
+}
+
+int floor_to_int(float x)
+{
+ return int(floor(x));
+}
+
/*********** NEW SHADER NODES ***************/
#define NUM_LIGHTS 3
@@ -2598,10 +2612,55 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c
fac = check ? 1.0 : 0.0;
}
-void node_tex_brick(vec3 co, vec4 color1, vec4 color2, vec4 mortar, float scale, float mortar_size, float bias, float brick_width, float row_height, out vec4 color, out float fac)
+vec2 calc_brick_texture(vec3 p, float mortar_size, float bias,
+ float brick_width, float row_height,
+ float offset_amount, int offset_frequency,
+ float squash_amount, int squash_frequency)
{
- color = vec4(1.0);
- fac = 1.0;
+ int bricknum, rownum;
+ float offset = 0.0;
+ float x, y;
+
+ rownum = floor_to_int(p.y / row_height);
+
+ if(offset_frequency != 0 && squash_frequency != 0) {
+ brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */
+ offset = (rownum % offset_frequency != 0) ? 0.0 : (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;
+
+ return vec2(clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0),
+ (x < mortar_size || y < mortar_size ||
+ x > (brick_width - mortar_size) ||
+ y > (row_height - mortar_size)) ? 1.0 : 0.0);
+}
+
+void node_tex_brick(vec3 co,
+ vec4 color1, vec4 color2,
+ vec4 mortar, float scale,
+ float mortar_size, float bias,
+ float brick_width, float row_height,
+ float offset_amount, float offset_frequency,
+ float squash_amount, float squash_frequency,
+ out vec4 color, out float fac)
+{
+ vec2 f2 = calc_brick_texture(co*scale,
+ mortar_size, bias,
+ brick_width, row_height,
+ offset_amount, int(offset_frequency),
+ squash_amount, int(squash_frequency));
+ float tint = f2.x;
+ float f = f2.y;
+ if(f != 1.0) {
+ float facm = 1.0 - tint;
+ color1 = facm * color1 + tint * color2;
+ }
+ color = (f == 1.0) ? mortar : color1;
+ fac = f;
}
void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
index 569eaf5ff9b..bb7f2166a8a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_brick.c
@@ -64,12 +64,19 @@ static void node_shader_init_tex_brick(bNodeTree *UNUSED(ntree), bNode *node)
static int node_shader_gpu_tex_brick(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
- if (!in[0].link)
+ if (!in[0].link) {
in[0].link = GPU_attribute(CD_ORCO, "");
+ GPU_link(mat, "generated_from_orco", in[0].link, &in[0].link);
+ }
node_shader_gpu_tex_mapping(mat, node, in, out);
-
- return GPU_stack_link(mat, "node_tex_brick", in, out);
+ NodeTexBrick *tex = (NodeTexBrick *)node->storage;
+ float offset_freq = tex->offset_freq;
+ float squash_freq = tex->squash_freq;
+ return GPU_stack_link(mat, "node_tex_brick",
+ in, out,
+ GPU_uniform(&tex->offset), GPU_uniform(&offset_freq),
+ GPU_uniform(&tex->squash), GPU_uniform(&squash_freq));
}
/* node type definition */