forked from bartvdbraak/blender
60 lines
1.4 KiB
Plaintext
60 lines
1.4 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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/* Wave */
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float wave(point p, string type, float detail, float distortion, float dscale)
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{
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float n = 0.0;
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if (type == "Bands") {
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n = (p[0] + p[1] + p[2]) * 10.0;
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}
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else if (type == "Rings") {
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n = length(p) * 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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return 0.5 + 0.5 * sin(n);
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}
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shader node_wave_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 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 = 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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Fac = wave(p * Scale, Type, Detail, Distortion, DetailScale);
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Color = Fac;
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}
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