forked from bartvdbraak/blender
188718a3d5
* Simplify default color values, where each component was the same. * Initialize closures as Null Closure, rather than assigning an existing closure, gets overwritten anyways.
82 lines
1.8 KiB
Plaintext
82 lines
1.8 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_texture.h"
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/* Gradient */
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float gradient(point p, string type)
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{
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float x, y, z;
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x = p[0];
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y = p[1];
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z = p[2];
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float result = 0.0;
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if (type == "Linear") {
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result = x;
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}
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else if (type == "Quadratic") {
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float r = max(x, 0.0);
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result = r * r;
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}
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else if (type == "Easing") {
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float r = min(max(x, 0.0), 1.0);
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float t = r * r;
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result = (3.0 * t - 2.0 * t * r);
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}
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else if (type == "Diagonal") {
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result = (x + y) / 2.0;
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}
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else if (type == "Radial") {
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result = atan2(y, x) / (2.0 * M_PI) + 0.5;
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}
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else {
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float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0);
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if (type == "Quadratic Sphere")
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result = r * r;
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else if (type == "Spherical")
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result = r;
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}
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return result;
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}
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shader node_gradient_texture(
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int use_mapping = 0,
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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",
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Fac = gradient(p, Type);
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Color = color(Fac, Fac, Fac);
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}
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