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