123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110 |
- /*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- #include "stdosl.h"
- #include "node_texture.h"
- /* Magic */
- color magic(point p, int n, float distortion)
- {
- float dist = distortion;
- float x = sin((p[0] + p[1] + p[2]) * 5.0);
- float y = cos((-p[0] + p[1] - p[2]) * 5.0);
- float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
- if (n > 0) {
- x *= dist;
- y *= dist;
- z *= dist;
- y = -cos(x - y + z);
- y *= dist;
- if (n > 1) {
- x = cos(x - y - z);
- x *= dist;
- if (n > 2) {
- z = sin(-x - y - z);
- z *= dist;
- if (n > 3) {
- x = -cos(-x + y - z);
- x *= dist;
- if (n > 4) {
- y = -sin(-x + y + z);
- y *= dist;
- if (n > 5) {
- y = -cos(-x + y + z);
- y *= dist;
- if (n > 6) {
- x = cos(x + y + z);
- x *= dist;
- if (n > 7) {
- z = sin(x + y - z);
- z *= dist;
- if (n > 8) {
- x = -cos(-x - y + z);
- x *= dist;
- if (n > 9) {
- y = -sin(x - y + z);
- y *= dist;
- }
- }
- }
- }
- }
- }
- }
- }
- }
- }
- if (dist != 0.0) {
- dist *= 2.0;
- x /= dist;
- y /= dist;
- z /= dist;
- }
- return color(0.5 - x, 0.5 - y, 0.5 - z);
- }
- shader node_magic_texture(int use_mapping = 0,
- matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- int depth = 2,
- float Distortion = 5.0,
- float Scale = 5.0,
- point Vector = P,
- output float Fac = 0.0,
- output color Color = 0.0)
- {
- point p = Vector;
- if (use_mapping)
- p = transform(mapping, p);
- Color = magic(p * Scale, depth, Distortion);
- Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
- }
|