diff --git a/release/scripts/templates_osl/lyapunov_texture.osl b/release/scripts/templates_osl/lyapunov_texture.osl new file mode 100644 index 00000000000..d8817b4087c --- /dev/null +++ b/release/scripts/templates_osl/lyapunov_texture.osl @@ -0,0 +1,159 @@ +/* + * Copyright 2013, Blender Foundation. + * + * 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. + */ + +/* + * Lyapunov Shader - in memory of great mathematician Aleksandr Mikhailovich Lyapunov + * Original code: Sylvio Sell - maitag.de - Rostock Germany 2013 + * OSL port by Thomas Dinges + * More information: https://developer.blender.org/T32305 + */ + + /* Fac_Type + * 0, SPREAD, Spread indices for fac output + * 1, ABS, Absolute values from indices + * 2, COLOR, Get fac output from used colors + * 3, REAL, Real indices + */ + +/* Render_Type + * 0, NEG, Negative Lyapunov indices only + * 1, POS, Positive Lyapunov indices only + * 2, ALL, Positive and negative indices + */ + +float lyapunov(point p, float iteration_pre, float iteration_main, float p1, float p2) +{ + /* Coordinates */ + float a = p[0]; + float b = p[1]; + float c = p[2]; + + int iter_pre = (int)floor(iteration_pre); + int iter_main = (int)floor(iteration_main); + float nabla_pre = iteration_pre - (float)iter_pre; + float nabla_main = iteration_main - (float)iter_main; + + float x = 0.0; + float index = 0.0; + float derivation = 0.0; + int iter = 0; + + /* Pre-iteration */ + for(int i = 0; i < iter_pre; i++) { + x = p1*sin(x+a) * sin(x+a)+p2; + x = p1*sin(x+b) * sin(x+b)+p2; + x = p1*sin(x+c) * sin(x+c)+p2; + } + + if (nabla_pre != 0.0) { + float x_pre = x; + + x = p1*sin(x+a)*sin(x+a)+p2; + x = p1*sin(x+b)*sin(x+b)+p2; + x = p1*sin(x+c)*sin(x+c)+p2; + x = x*nabla_pre + x_pre*(1.0-nabla_pre); + } + + /* Main-iteration */ + for(int i = 0; i < iter_main; i++) { + x = p1*sin(x+a)*sin(x+a)+p2; + derivation = 2.0*p1*sin(x+a)*cos(x+a); + if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } + + x = p1*sin(x+b)*sin(x+b)+p2; + derivation = 2.0*p1*sin(x+b)*cos(x+b); + if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } + + x = p1*sin(x+c)*sin(x+c)+p2; + derivation = 2.0*p1*sin(x+c)*cos(x+c); + if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } + } + + if (nabla_main == 0.0) { + index = (iter != 0) ? index/(float)(iter) : 0.0; + } + else { + float index_pre = (iter != 0) ? index/(float)(iter) : 0.0; + + x = p1*sin(x+a)*sin(x+a)+p2; + derivation = 2.0*p1*sin(x+a)*cos(x+a); + if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } + + x = p1*sin(x+b)*sin(x+b)+p2; + derivation = 2.0*p1*sin(x+b)*cos(x+b); + if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } + + x = p1*sin(x+c)*sin(x+c)+p2; + derivation = 2.0*p1*sin(x+c)*cos(x+c); + if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } + + index = (iter != 0) ? index/(float)(iter) : 0.0; + index = index*nabla_main + index_pre*(1.0-nabla_main); + } + + return index; +} + +shader node_lyapunov( + color Pos_Color = color(1.0, 0.0, 0.0), + color Mid_Color = color(0.0, 0.0, 0.0), + color Neg_Color = color(0.0, 0.0, 1.0), + float Pre_Iteration = 0.0, + float Main_Iteration = 1.0, + float Pos_Scale = 0.5, + float Neg_Scale = 0.5, + float Param1 = 2.0, + float Param2 = 2.0, + int Fac_Type = 0, + int Render_Type = 2, + float Scale = 0.25, + point Pos = P, + output float Fac = 0.0, + output color Color = 0.0) +{ + /* Calculate Texture */ + float index = lyapunov(Pos*Scale, Pre_Iteration, Main_Iteration, Param1, Param2); + + /* Calculate Color */ + if(index > 0.0 && (Render_Type != 0)) { + index *= Pos_Scale; + if(index > 1.0) { index = 1.0; } + Color = (Pos_Color - Mid_Color) * index + Mid_Color; + } + else if (index < 0.0 && (Render_Type != 1)) { + index *= Neg_Scale; + if (index < -1.0) { index = -1.0; } + Color = (Mid_Color - Neg_Color) * index + Mid_Color; + } + else { + Color = Mid_Color; + } + + /* Adjust Index */ + if (Fac_Type == 0) { + index = 0.5 + index * 0.5; + } + else if (Fac_Type == 1) { + index = fabs(index); + } + else if (Fac_Type == 2) { + index = (Color[0]+Color[1]+Color[2]) * (1.0/3.0); + } + + Fac = index; +}