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- /*
- * 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"
- /* Wave */
- float wave(point p, string type, string profile, float detail, float distortion, float dscale)
- {
- float n = 0.0;
- if (type == "bands") {
- n = (p[0] + p[1] + p[2]) * 10.0;
- }
- else if (type == "rings") {
- n = length(p) * 20.0;
- }
- if (distortion != 0.0) {
- n = n + (distortion * noise_turbulence(p * dscale, detail, 0));
- }
- if (profile == "sine") {
- return 0.5 + 0.5 * sin(n);
- }
- else {
- /* Saw profile */
- n /= M_2PI;
- n -= (int)n;
- return (n < 0.0) ? n + 1.0 : n;
- }
- }
- shader node_wave_texture(int use_mapping = 0,
- matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
- string type = "bands",
- string profile = "sine",
- float Scale = 5.0,
- float Distortion = 0.0,
- float Detail = 2.0,
- float DetailScale = 1.0,
- point Vector = P,
- output float Fac = 0.0,
- output color Color = 0.0)
- {
- point p = Vector;
- if (use_mapping)
- p = transform(mapping, p);
- Fac = wave(p * Scale, type, profile, Detail, Distortion, DetailScale);
- Color = Fac;
- }
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