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

70 lines
1.6 KiB
Plaintext

/*
* 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"
/* Wave */
float wave(point p, string type, string profile, float detail, float distortion, float dscale)
{
float n = 0.0;
if (type == "bands") {
n = (p[0] + p[1] + p[2]) * 10.0;
}
else if (type == "rings") {
n = length(p) * 20.0;
}
if (distortion != 0.0) {
n = n + (distortion * noise_turbulence(p * dscale, detail, 0));
}
if (profile == "sine") {
return 0.5 + 0.5 * sin(n);
}
else {
/* Saw profile */
n /= M_2PI;
n -= (int) n;
return (n < 0.0) ? n + 1.0 : n;
}
}
shader node_wave_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
string type = "bands",
string profile = "sine",
float Scale = 5.0,
float Distortion = 0.0,
float Detail = 2.0,
float DetailScale = 1.0,
point Vector = P,
output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
Fac = wave(p * Scale, type, profile, Detail, Distortion, DetailScale);
Color = Fac;
}