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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);
}