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/*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup texnodes
*/
#include "node_texture_util.h"
#include "NOD_texture.h"
#include <math.h>
static bNodeSocketTemplate inputs[] = {
{ SOCK_RGBA, 1, N_("Bricks 1"), 0.596f, 0.282f, 0.0f, 1.0f },
{ SOCK_RGBA, 1, N_("Bricks 2"), 0.632f, 0.504f, 0.05f, 1.0f },
{ SOCK_RGBA, 1, N_("Mortar"), 0.0f, 0.0f, 0.0f, 1.0f },
{ SOCK_FLOAT, 1, N_("Thickness"), 0.02f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED },
{ SOCK_FLOAT, 1, N_("Bias"), 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, PROP_NONE },
{ SOCK_FLOAT, 1, N_("Brick Width"), 0.5f, 0.0f, 0.0f, 0.0f, 0.001f, 99.0f, PROP_UNSIGNED },
{ SOCK_FLOAT, 1, N_("Row Height"), 0.25f, 0.0f, 0.0f, 0.0f, 0.001f, 99.0f, PROP_UNSIGNED },
{ -1, 0, "" },
};
static bNodeSocketTemplate outputs[] = {
{ SOCK_RGBA, 0, N_("Color")},
{ -1, 0, ""},
};
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_PREVIEW);
node_type_socket_templates(&ntype, inputs, outputs);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, init);
node_type_exec(&ntype, NULL, NULL, exec);
nodeRegisterType(&ntype);
}
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