114 lines
3.6 KiB
C
114 lines
3.6 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/svm/node_types.h"
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#include "kernel/svm/util.h"
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CCL_NAMESPACE_BEGIN
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/* Brick */
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ccl_device_inline float brick_noise(uint n) /* fast integer noise */
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{
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uint nn;
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n = (n + 1013) & 0x7fffffff;
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n = (n >> 13) ^ n;
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
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return 0.5f * ((float)nn / 1073741824.0f);
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}
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ccl_device_noinline_cpu float2 svm_brick(const float3 p,
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const float mortar_size,
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const float mortar_smooth,
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const float bias,
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float brick_width,
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const float row_height,
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const float offset_amount,
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const int offset_frequency,
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const float squash_amount,
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const int squash_frequency)
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{
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int bricknum;
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int rownum;
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float offset = 0.0f;
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float x;
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float y;
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rownum = floor_to_int(p.y / row_height);
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if (offset_frequency && squash_frequency) {
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brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */
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offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount); /* offset */
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}
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bricknum = floor_to_int((p.x + offset) / brick_width);
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x = (p.x + offset) - brick_width * bricknum;
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y = p.y - row_height * rownum;
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const float tint = saturatef((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias));
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float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
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float mortar;
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if (min_dist >= mortar_size) {
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mortar = 0.0f;
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}
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else if (mortar_smooth == 0.0f) {
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mortar = 1.0f;
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}
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else {
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min_dist = 1.0f - min_dist / mortar_size;
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mortar = smoothstepf(min_dist / mortar_smooth);
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}
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return make_float2(tint, mortar);
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}
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ccl_device_noinline void svm_node_tex_brick(ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeTexBrick &ccl_restrict node)
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{
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const float3 co = stack_load_float3(stack, node.co);
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float3 color1 = stack_load(stack, node.color1);
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const float3 color2 = stack_load(stack, node.color2);
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const float3 mortar = stack_load(stack, node.mortar);
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const float scale = stack_load(stack, node.scale);
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const float mortar_size = stack_load(stack, node.mortar_size);
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const float mortar_smooth = stack_load(stack, node.mortar_smooth);
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const float bias = stack_load(stack, node.bias);
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const float brick_width = stack_load(stack, node.brick_width);
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const float row_height = stack_load(stack, node.row_height);
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const float2 f2 = svm_brick(co * scale,
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mortar_size,
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mortar_smooth,
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bias,
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brick_width,
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row_height,
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node.offset_amount,
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node.offset_frequency,
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node.squash_amount,
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node.squash_frequency);
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const float tint = f2.x;
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const float f = f2.y;
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if (f != 1.0f) {
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const float facm = 1.0f - tint;
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color1 = facm * color1 + tint * color2;
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}
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if (stack_valid(node.color_offset)) {
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stack_store_float3(stack, node.color_offset, color1 * (1.0f - f) + mortar * f);
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}
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if (stack_valid(node.fac_offset)) {
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stack_store_float(stack, node.fac_offset, f);
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}
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}
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CCL_NAMESPACE_END
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