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intern/cycles/kernel/svm/svm_brick.h
| Show All 21 Lines | |||||
| { | { | ||||
| int nn; | int nn; | ||||
| n = (n + 1013) & 0x7fffffff; | n = (n + 1013) & 0x7fffffff; | ||||
| n = (n >> 13) ^ n; | n = (n >> 13) ^ n; | ||||
| nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; | nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; | ||||
| return 0.5f * ((float)nn / 1073741824.0f); | return 0.5f * ((float)nn / 1073741824.0f); | ||||
| } | } | ||||
| ccl_device_noinline float2 svm_brick(float3 p, float mortar_size, float bias, | ccl_device_noinline float2 svm_brick(float3 p, float mortar_size, float mortar_smooth, float bias, | ||||
| float brick_width, float row_height, float offset_amount, int offset_frequency, | float brick_width, float row_height, float offset_amount, int offset_frequency, | ||||
| float squash_amount, int squash_frequency) | float squash_amount, int squash_frequency) | ||||
| { | { | ||||
| int bricknum, rownum; | int bricknum, rownum; | ||||
| float offset = 0.0f; | float offset = 0.0f; | ||||
| float x, y; | float x, y; | ||||
| rownum = floor_to_int(p.y / row_height); | rownum = floor_to_int(p.y / row_height); | ||||
| if(offset_frequency && squash_frequency) { | if(offset_frequency && squash_frequency) { | ||||
| brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */ | brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */ | ||||
| offset = (rownum % offset_frequency) ? 0.0f : (brick_width*offset_amount); /* offset */ | offset = (rownum % offset_frequency) ? 0.0f : (brick_width*offset_amount); /* offset */ | ||||
| } | } | ||||
| bricknum = floor_to_int((p.x+offset) / brick_width); | bricknum = floor_to_int((p.x+offset) / brick_width); | ||||
| x = (p.x+offset) - brick_width*bricknum; | x = (p.x+offset) - brick_width*bricknum; | ||||
| y = p.y - row_height*rownum; | y = p.y - row_height*rownum; | ||||
| return make_float2( | float tint = saturate((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias)); | ||||
| saturate((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias)), | float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); | ||||
| (x < mortar_size || y < mortar_size || | float mortar; | ||||
| x > (brick_width - mortar_size) || | if(min_dist >= mortar_size) { | ||||
| y > (row_height - mortar_size)) ? 1.0f : 0.0f); | mortar = 0.0f; | ||||
| } | |||||
| else if(mortar_smooth == 0.0f) { | |||||
| mortar = 1.0f; | |||||
| } | |||||
| else { | |||||
| min_dist = 1.0f - min_dist/mortar_size; | |||||
| mortar = (min_dist < mortar_smooth)? smoothstepf(min_dist / mortar_smooth) : 1.0f; | |||||
| } | |||||
| return make_float2(tint, mortar); | |||||
| } | } | ||||
| ccl_device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) | ccl_device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset) | ||||
| { | { | ||||
| uint4 node2 = read_node(kg, offset); | uint4 node2 = read_node(kg, offset); | ||||
| uint4 node3 = read_node(kg, offset); | uint4 node3 = read_node(kg, offset); | ||||
| uint4 node4 = read_node(kg, offset); | |||||
| /* Input and Output Sockets */ | /* Input and Output Sockets */ | ||||
| uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset; | uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset; | ||||
| uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset; | uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset; | ||||
| uint color_offset, fac_offset; | uint color_offset, fac_offset, mortar_smooth_offset; | ||||
| /* RNA properties */ | /* RNA properties */ | ||||
| uint offset_frequency, squash_frequency; | uint offset_frequency, squash_frequency; | ||||
| decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset); | decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset); | ||||
| decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset); | decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset); | ||||
| decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL); | decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, &mortar_smooth_offset); | ||||
| decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL); | decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL); | ||||
| float3 co = stack_load_float3(stack, co_offset); | float3 co = stack_load_float3(stack, co_offset); | ||||
| float3 color1 = stack_load_float3(stack, color1_offset); | float3 color1 = stack_load_float3(stack, color1_offset); | ||||
| float3 color2 = stack_load_float3(stack, color2_offset); | float3 color2 = stack_load_float3(stack, color2_offset); | ||||
| float3 mortar = stack_load_float3(stack, mortar_offset); | float3 mortar = stack_load_float3(stack, mortar_offset); | ||||
| float scale = stack_load_float_default(stack, scale_offset, node2.y); | float scale = stack_load_float_default(stack, scale_offset, node2.y); | ||||
| float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z); | float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z); | ||||
| float mortar_smooth = stack_load_float_default(stack, mortar_smooth_offset, node4.x); | |||||
| float bias = stack_load_float_default(stack, bias_offset, node2.w); | float bias = stack_load_float_default(stack, bias_offset, node2.w); | ||||
| float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x); | float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x); | ||||
| float row_height = stack_load_float_default(stack, row_height_offset, node3.y); | float row_height = stack_load_float_default(stack, row_height_offset, node3.y); | ||||
| float offset_amount = __int_as_float(node3.z); | float offset_amount = __int_as_float(node3.z); | ||||
| float squash_amount = __int_as_float(node3.w); | float squash_amount = __int_as_float(node3.w); | ||||
| float2 f2 = svm_brick(co*scale, mortar_size, bias, brick_width, row_height, | float2 f2 = svm_brick(co*scale, mortar_size, mortar_smooth, bias, brick_width, row_height, | ||||
| offset_amount, offset_frequency, squash_amount, squash_frequency); | offset_amount, offset_frequency, squash_amount, squash_frequency); | ||||
| float tint = f2.x; | float tint = f2.x; | ||||
| float f = f2.y; | float f = f2.y; | ||||
| if(f != 1.0f) { | if(f != 1.0f) { | ||||
| float facm = 1.0f - tint; | float facm = 1.0f - tint; | ||||
| color1 = facm * color1 + tint * color2; | color1 = facm * color1 + tint * color2; | ||||
| } | } | ||||
| if(stack_valid(color_offset)) | if(stack_valid(color_offset)) | ||||
| stack_store_float3(stack, color_offset, (f == 1.0f)? mortar: color1); | stack_store_float3(stack, color_offset, lerp(color1, mortar, f)); | ||||
| if(stack_valid(fac_offset)) | if(stack_valid(fac_offset)) | ||||
| stack_store_float(stack, fac_offset, f); | stack_store_float(stack, fac_offset, f); | ||||
| } | } | ||||
| CCL_NAMESPACE_END | CCL_NAMESPACE_END | ||||