forked from bartvdbraak/blender
d61e6e15e4
* OSL textures were never updated after the refactor in november 2011. * Remove stucci texture and renamed blend to gradient.
79 lines
1.8 KiB
Plaintext
79 lines
1.8 KiB
Plaintext
/*
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* Copyright 2011, 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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/* Gradient */
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float gradient(point p, string progression, string axis)
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{
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float x, y;
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if(axis == "Vertical") {
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x= p[1];
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y= p[0];
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}
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else {
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x= p[0];
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y= p[1];
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}
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float result = 0.0;
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if(progression == "Linear") {
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result = (1.0 + x)/2.0;
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}
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else if(progression == "Quadratic") {
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float r = max((1.0 + x)/2.0, 0.0);
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result = r*r;
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}
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else if(progression == "Easing") {
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float r = min(max((1.0 + x)/2.0, 0.0), 1.0);
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float t = r*r;
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result = (3.0*t - 2.0*t*r);
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}
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else if(progression == "Diagonal") {
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result = (2.0 + x + y)/4.0;
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}
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else if(progression == "Radial") {
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result = atan2(y, x)/(2*M_PI) + 0.5;
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}
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else {
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float r = max(1.0 - sqrt(x*x + y*y + p[2]*p[2]), 0.0);
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if(progression == "Quadratic Sphere")
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result = r*r;
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else if(progression == "Spherical")
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result = r;
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}
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return result;
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}
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shader node_gradient_texture(
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string Progression = "Linear",
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string Axis = "Horizontal",
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point Vector = P,
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output float Fac = 0.0)
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{
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Fac = gradient(Vector, Progression, Axis);
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}
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