forked from bartvdbraak/blender
20f6a0f2d7
Let's finally delete this code, after 4 years of being unused, there really is no excuse anymore. If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
54 lines
1.3 KiB
Plaintext
54 lines
1.3 KiB
Plaintext
/*
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* Copyright 2011-2013 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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#include "node_texture.h"
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/* Voronoi */
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shader node_voronoi_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 Coloring = "Intensity",
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float Scale = 5.0,
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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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/* compute distance and point coordinate of 4 nearest neighbours */
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float da[4];
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point pa[4];
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voronoi(p * Scale, 1.0, da, pa);
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/* Colored output */
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if (Coloring == "Intensity") {
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Fac = fabs(da[0]);
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Color = color(Fac);
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}
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else {
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Color = cellnoise_color(pa[0]);
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Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
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}
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}
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