forked from bartvdbraak/blender
b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
62 lines
1.6 KiB
Plaintext
62 lines
1.6 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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/* Noise */
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float noise(point p, string basis, float distortion, float detail, float fac, color Color)
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{
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point r;
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int hard = 0;
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if (distortion != 0.0) {
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r[0] = noise_basis(p + point(13.5), basis) * distortion;
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r[1] = noise_basis(p, basis) * distortion;
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r[2] = noise_basis(p - point(13.5), basis) * distortion;
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p += r;
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}
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fac = noise_turbulence(p, basis, detail, hard);
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Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), basis, detail, hard),
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noise_turbulence(point(p[1], p[2], p[0]), basis, detail, hard));
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return fac;
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}
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shader node_noise_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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float Distortion = 0.0,
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float Scale = 5.0,
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float Detail = 2.0,
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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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string Basis = "Perlin";
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Fac = noise(p * Scale, Basis, Distortion, Detail, Fac, Color);
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}
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