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Diffstat (limited to 'intern/cycles/kernel/svm/brick.h')
-rw-r--r-- | intern/cycles/kernel/svm/brick.h | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/brick.h b/intern/cycles/kernel/svm/brick.h new file mode 100644 index 00000000000..3c8729fa027 --- /dev/null +++ b/intern/cycles/kernel/svm/brick.h @@ -0,0 +1,141 @@ +/* + * 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. + */ + +#pragma once + +CCL_NAMESPACE_BEGIN + +/* Brick */ + +ccl_device_inline 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_cpu 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_noinline int svm_node_tex_brick( + KernelGlobals kg, ccl_private ShaderData *sd, ccl_private 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; + + svm_unpack_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset); + svm_unpack_node_uchar4( + node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset); + svm_unpack_node_uchar4( + node.w, &row_height_offset, &color_offset, &fac_offset, &mortar_smooth_offset); + + svm_unpack_node_uchar2(node2.x, &offset_frequency, &squash_frequency); + + 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); + return offset; +} + +CCL_NAMESPACE_END |