blender/intern/cycles/kernel/shaders/node_gradient_texture.osl

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#include "stdosl.h"
#include "node_texture.h"
/* Gradient */
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float gradient(point p, string type)
{
float x, y, z;
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x = p[0];
y = p[1];
z = p[2];
float result = 0.0;
if (type == "Linear") {
result = x;
}
else if (type == "Quadratic") {
float r = max(x, 0.0);
result = r * r;
}
else if (type == "Easing") {
float r = min(max(x, 0.0), 1.0);
float t = r * r;
result = (3.0 * t - 2.0 * t * r);
}
else if (type == "Diagonal") {
result = (x + y) * 0.5;
}
else if (type == "Radial") {
result = atan2(y, x) / M_2PI + 0.5;
}
else {
float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
if (type == "Quadratic Sphere")
result = r * r;
else if (type == "Spherical")
result = r;
}
return result;
}
shader node_gradient_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string Type = "Linear",
point Vector = P,
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output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
Fac = gradient(p, Type);
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Color = color(Fac, Fac, Fac);
}