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Diffstat (limited to 'intern/cycles/kernel/shaders/node_brick_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_brick_texture.osl93
1 files changed, 93 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_brick_texture.osl b/intern/cycles/kernel/shaders/node_brick_texture.osl
new file mode 100644
index 00000000000..478d9457001
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_brick_texture.osl
@@ -0,0 +1,93 @@
+/*
+ * 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;
+}
+