forked from bartvdbraak/blender
62 lines
1.6 KiB
Plaintext
62 lines
1.6 KiB
Plaintext
/*
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* Copyright 2012, 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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#include "stdosl.h"
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#include "node_texture.h"
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/* Wave */
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float wave(point p, float scale, string type, float detail, float distortion, float dscale)
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{
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float x = p[0] * scale;
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float y = p[1] * scale;
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float z = p[2] * scale;
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float result = 0.0;
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float n = 0.0;
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if(type == "Bands") {
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n = (x + y + z)*10.0;
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}
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else if(type == "Rings") {
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n = (sqrt(x*x + y*y + z*z)*20.0);
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}
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if(distortion != 0.0) {
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n = n +(distortion * noise_turbulence(p*dscale, "Perlin", detail, 0));
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}
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result = noise_wave("Sine", n);
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return result;
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}
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shader node_wave_texture(
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string Type = "Bands",
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float Scale = 5.0,
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float Distortion = 0.0,
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float Detail = 2.0,
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float DetailScale = 1.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = color (0.0, 0.0, 0.0))
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{
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Fac = wave(Vector, Scale, Type, Detail, Distortion, DetailScale);
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Color = color(Fac, Fac, Fac);
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}
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