forked from bartvdbraak/blender
23564583a4
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
41 lines
1.2 KiB
Plaintext
41 lines
1.2 KiB
Plaintext
/*
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* Copyright 2011-2015 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.h"
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/* IES Light */
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shader node_ies_light(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 filename = "",
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float Strength = 1.0,
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point Vector = I,
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output float Fac = 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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}
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p = normalize(p);
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float v_angle = acos(-p[2]);
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float h_angle = atan2(p[0], p[1]) + M_PI;
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Fac = Strength * texture(filename, h_angle, v_angle);
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}
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