/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2005 Blender Foundation. All rights reserved. */ /** \file * \ingroup texnodes */ #include "NOD_texture.h" #include "node_texture_util.h" #include static bNodeSocketTemplate inputs[] = { {SOCK_RGBA, N_("Bricks 1"), 0.596f, 0.282f, 0.0f, 1.0f}, {SOCK_RGBA, N_("Bricks 2"), 0.632f, 0.504f, 0.05f, 1.0f}, {SOCK_RGBA, N_("Mortar"), 0.0f, 0.0f, 0.0f, 1.0f}, {SOCK_FLOAT, N_("Thickness"), 0.02f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED}, {SOCK_FLOAT, N_("Bias"), 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, PROP_NONE}, {SOCK_FLOAT, N_("Brick Width"), 0.5f, 0.0f, 0.0f, 0.0f, 0.001f, 99.0f, PROP_UNSIGNED}, {SOCK_FLOAT, N_("Row Height"), 0.25f, 0.0f, 0.0f, 0.0f, 0.001f, 99.0f, PROP_UNSIGNED}, {-1, ""}, }; static bNodeSocketTemplate outputs[] = { {SOCK_RGBA, N_("Color")}, {-1, ""}, }; static void init(bNodeTree *UNUSED(ntree), bNode *node) { node->custom3 = 0.5; /* offset */ node->custom4 = 1.0; /* squash */ } static float 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); } static void colorfn(float *out, TexParams *p, bNode *node, bNodeStack **in, short thread) { const float *co = p->co; float x = co[0]; float y = co[1]; int bricknum, rownum; float offset = 0; float ins_x, ins_y; float tint; float bricks1[4]; float bricks2[4]; float mortar[4]; float mortar_thickness = tex_input_value(in[3], p, thread); float bias = tex_input_value(in[4], p, thread); float brick_width = tex_input_value(in[5], p, thread); float row_height = tex_input_value(in[6], p, thread); tex_input_rgba(bricks1, in[0], p, thread); tex_input_rgba(bricks2, in[1], p, thread); tex_input_rgba(mortar, in[2], p, thread); rownum = (int)floor(y / row_height); if (node->custom1 && node->custom2) { brick_width *= ((int)(rownum) % node->custom2) ? 1.0f : node->custom4; /* squash */ offset = ((int)(rownum) % node->custom1) ? 0 : (brick_width * node->custom3); /* offset */ } bricknum = (int)floor((x + offset) / brick_width); ins_x = (x + offset) - brick_width * bricknum; ins_y = y - row_height * rownum; tint = noise((rownum << 16) + (bricknum & 0xFFFF)) + bias; CLAMP(tint, 0.0f, 1.0f); if (ins_x < mortar_thickness || ins_y < mortar_thickness || ins_x > (brick_width - mortar_thickness) || ins_y > (row_height - mortar_thickness)) { copy_v4_v4(out, mortar); } else { copy_v4_v4(out, bricks1); ramp_blend(MA_RAMP_BLEND, out, tint, bricks2); } } static void exec(void *data, int UNUSED(thread), bNode *node, bNodeExecData *execdata, bNodeStack **in, bNodeStack **out) { tex_output(node, execdata, in, out[0], &colorfn, data); } void register_node_type_tex_bricks(void) { static bNodeType ntype; tex_node_type_base(&ntype, TEX_NODE_BRICKS, "Bricks", NODE_CLASS_PATTERN); node_type_socket_templates(&ntype, inputs, outputs); node_type_size_preset(&ntype, NODE_SIZE_MIDDLE); ntype.initfunc = init; ntype.exec_fn = exec; ntype.flag |= NODE_PREVIEW; nodeRegisterType(&ntype); }