diff options
Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_brick_texture.osl')
-rw-r--r-- | intern/cycles/kernel/osl/nodes/node_brick_texture.osl | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_brick_texture.osl b/intern/cycles/kernel/osl/nodes/node_brick_texture.osl new file mode 100644 index 00000000000..4daceb4018e --- /dev/null +++ b/intern/cycles/kernel/osl/nodes/node_brick_texture.osl @@ -0,0 +1,94 @@ +/* + * Copyright 2012, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include "stdosl.h" +#include "node_texture.h" + +/* Brick */ + +float brick_noise(int n) /* fast integer noise */ +{ + int nn; + 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 bias, + float BrickWidth, float row_height, float offset_amount, int offset_frequency, + float squash_amount, int squash_frequency, 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 *= ((int)(rownum) % squash_frequency ) ? 1.0 : squash_amount; /* squash */ + offset = ((int)(rownum) % offset_frequency ) ? 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); + + return (x < mortar_size || y < mortar_size || + x > (brick_width - mortar_size) || + y > (row_height - mortar_size)) ? 1.0 : 0.0; +} + +shader node_brick_texture( + float Offset = 0.5, + int OffsetFrequency = 2, + float Squash = 1.0, + int SquashFrequency = 1, + point Vector = P, + color Color1 = color(0.2, 0.2, 0.2), + color Color2 = color(0.8, 0.8, 0.8), + color Mortar = color(0.0, 0.0, 0.0), + float Scale = 5.0, + float MortarSize = 0.02, + float Bias = 0.0, + float BrickWidth = 0.5, + float RowHeight = 0.25, + output float Fac = 0.0, + output color Color = color(0.2, 0.2, 0.2)) +{ + float tint = 0.0; + color Col = Color1; + + Fac = brick(Vector*Scale, MortarSize, Bias, BrickWidth, RowHeight, + Offset, OffsetFrequency, Squash, SquashFrequency, tint); + + if(Fac != 1.0) { + float facm = 1.0 - tint; + + Col[0] = facm * (Color1[0]) + tint * Color2[0]; + Col[1] = facm * (Color1[1]) + tint * Color2[1]; + Col[2] = facm * (Color1[2]) + tint * Color2[2]; + } + + Color = (Fac == 1.0) ? Mortar: Col; + +} + |