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blender-archive/source/blender/nodes/texture/nodes/node_texture_bricks.c

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): Robin Allen
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/texture/nodes/node_texture_bricks.c
* \ingroup texnodes
*/
#include "node_texture_util.h"
#include "NOD_texture.h"
#include <math.h>
static bNodeSocketTemplate inputs[]= {
{ SOCK_RGBA, 1, "Bricks 1", 0.596f, 0.282f, 0.0f, 1.0f },
{ SOCK_RGBA, 1, "Bricks 2", 0.632f, 0.504f, 0.05f, 1.0f },
{ SOCK_RGBA, 1, "Mortar", 0.0f, 0.0f, 0.0f, 1.0f },
{ SOCK_FLOAT, 1, "Thickness", 0.02f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_UNSIGNED },
{ SOCK_FLOAT, 1, "Bias", 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, PROP_NONE },
{ SOCK_FLOAT, 1, "Brick Width", 0.5f, 0.0f, 0.0f, 0.0f, 0.001f, 99.0f, PROP_UNSIGNED },
{ SOCK_FLOAT, 1, "Row Height", 0.25f, 0.0f, 0.0f, 0.0f, 0.001f, 99.0f, PROP_UNSIGNED },
{ -1, 0, "" }
};
static bNodeSocketTemplate outputs[]= {
{ SOCK_RGBA, 0, "Color"},
{ -1, 0, "" }
};
static void init(bNodeTree *UNUSED(ntree), bNode* node, bNodeTemplate *UNUSED(ntemp))
{
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)
{
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, bNode *node, bNodeStack **in, bNodeStack **out)
{
tex_output(node, in, out[0], &colorfn, data);
}
void register_node_type_tex_bricks(bNodeTreeType *ttype)
{
static bNodeType ntype;
node_type_base(ttype, &ntype, TEX_NODE_BRICKS, "Bricks", NODE_CLASS_PATTERN, NODE_PREVIEW|NODE_OPTIONS);
node_type_socket_templates(&ntype, inputs, outputs);
node_type_size(&ntype, 150, 60, 150);
node_type_init(&ntype, init);
node_type_exec(&ntype, exec);
nodeRegisterType(ttype, &ntype);
}