/* * 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(int n) /* fast integer noise */ { int nn; 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 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; return make_float2( clamp((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f), (x < mortar_size || y < mortar_size || x > (brick_width - mortar_size) || y > (row_height - mortar_size)) ? 1.0f : 0.0f); } 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); /* 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; /* 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, NULL); 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 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, 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, (f == 1.0f)? mortar: color1); if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f); } CCL_NAMESPACE_END