Files
test/intern/cycles/kernel/svm/brick.h

149 lines
4.9 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/svm/util.h"
CCL_NAMESPACE_BEGIN
/* Brick */
ccl_device_inline float brick_noise(uint n) /* fast integer noise */
{
uint nn;
n = (n + 1013) & 0x7fffffff;
n = (n >> 13) ^ n;
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 0.5f * ((float)nn / 1073741824.0f);
}
ccl_device_noinline_cpu float2 svm_brick(const float3 p,
const float mortar_size,
const float mortar_smooth,
const float bias,
float brick_width,
const float row_height,
const float offset_amount,
const int offset_frequency,
const float squash_amount,
const int squash_frequency)
{
int bricknum;
int rownum;
float offset = 0.0f;
float x;
float y;
rownum = floor_to_int(p.y / row_height);
if (offset_frequency && squash_frequency) {
brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */
offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount); /* offset */
}
bricknum = floor_to_int((p.x + offset) / brick_width);
x = (p.x + offset) - brick_width * bricknum;
y = p.y - row_height * rownum;
const float tint = saturatef((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias));
float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
float mortar;
if (min_dist >= mortar_size) {
mortar = 0.0f;
}
else if (mortar_smooth == 0.0f) {
mortar = 1.0f;
}
else {
min_dist = 1.0f - min_dist / mortar_size;
mortar = smoothstepf(min_dist / mortar_smooth);
}
return make_float2(tint, mortar);
}
ccl_device_noinline int svm_node_tex_brick(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint4 node,
int offset)
{
const uint4 node2 = read_node(kg, &offset);
const uint4 node3 = read_node(kg, &offset);
const uint4 node4 = read_node(kg, &offset);
/* Input and Output Sockets */
uint co_offset;
uint color1_offset;
uint color2_offset;
uint mortar_offset;
uint scale_offset;
uint mortar_size_offset;
uint bias_offset;
uint brick_width_offset;
uint row_height_offset;
uint color_offset;
uint fac_offset;
uint mortar_smooth_offset;
/* RNA properties */
uint offset_frequency;
uint squash_frequency;
svm_unpack_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
svm_unpack_node_uchar4(
node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
svm_unpack_node_uchar4(
node.w, &row_height_offset, &color_offset, &fac_offset, &mortar_smooth_offset);
svm_unpack_node_uchar2(node2.x, &offset_frequency, &squash_frequency);
const float3 co = stack_load_float3(stack, co_offset);
float3 color1 = stack_load_float3(stack, color1_offset);
const float3 color2 = stack_load_float3(stack, color2_offset);
const float3 mortar = stack_load_float3(stack, mortar_offset);
const float scale = stack_load_float_default(stack, scale_offset, node2.y);
const float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
const float mortar_smooth = stack_load_float_default(stack, mortar_smooth_offset, node4.x);
const float bias = stack_load_float_default(stack, bias_offset, node2.w);
const float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
const float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
const float offset_amount = __int_as_float(node3.z);
const float squash_amount = __int_as_float(node3.w);
const float2 f2 = svm_brick(co * scale,
mortar_size,
mortar_smooth,
bias,
brick_width,
row_height,
offset_amount,
offset_frequency,
squash_amount,
squash_frequency);
const float tint = f2.x;
const float f = f2.y;
if (f != 1.0f) {
const float facm = 1.0f - tint;
color1 = facm * color1 + tint * color2;
}
if (stack_valid(color_offset)) {
stack_store_float3(stack, color_offset, color1 * (1.0f - f) + mortar * f);
}
if (stack_valid(fac_offset)) {
stack_store_float(stack, fac_offset, f);
}
return offset;
}
CCL_NAMESPACE_END