blender/intern/cycles/kernel/osl/nodes/node_voronoi_texture.osl
Thomas Dinges a4f3475846 Cycles / OSL Textures:
* More fixes, replaced all remaining size variables with scale ones.
* Remove nonzero check in OSL textures, not needed anymore, was there to prevent division by zero for the size variable.
2012-06-02 22:57:26 +00:00

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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
#include "node_texture.h"
/* Voronoi */
shader node_voronoi_texture(
string DistanceMetric = "Actual Distance",
string Coloring = "Intensity",
float Weight1 = 1.0,
float Weight2 = 0.0,
float Weight3 = 0.0,
float Weight4 = 0.0,
float Exponent = 2.5,
float Intensity = 1.0,
float Scale = 5.0,
point Vector = P,
output float Fac = 0.0,
output color Color = color(0.0, 0.0, 0.0))
{
float exponent = max(Exponent, 1e-5);
float aw1 = fabs(Weight1);
float aw2 = fabs(Weight2);
float aw3 = fabs(Weight3);
float aw4 = fabs(Weight4);
float sc = (aw1 + aw2 + aw3 + aw4);
if(sc != 0.0)
sc = Intensity/sc;
/* compute distance and point coordinate of 4 nearest neighbours */
float da[4];
point pa[4];
voronoi(Vector*Scale, DistanceMetric, exponent, da, pa);
/* Scalar output */
Fac = sc * fabs(Weight1*da[0] + Weight2*da[1] + Weight3*da[2] + Weight4*da[3]);
/* Colored output */
if(Coloring == "Intensity") {
Color = color(Fac, Fac, Fac);
}
else {
Color = aw1*cellnoise_color(pa[0]);
Color += aw2*cellnoise_color(pa[1]);
Color += aw3*cellnoise_color(pa[2]);
Color += aw4*cellnoise_color(pa[3]);
if(Coloring != "Position") {
float t1 = min((da[1] - da[0])*10.0, 1.0);
if(Coloring == "Position, Outline, and Intensity")
Color *= t1*Fac;
else if(Coloring == "Position and Outline")
Color *= t1*sc;
}
else {
Color *= sc;
}
}
}