117 lines
3.0 KiB
Plaintext
117 lines
3.0 KiB
Plaintext
/*
|
|
* 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 "stdcycles.h"
|
|
#include "node_noise.h"
|
|
|
|
/* Wave */
|
|
|
|
float wave(point p_input,
|
|
string type,
|
|
string bands_direction,
|
|
string rings_direction,
|
|
string profile,
|
|
float detail,
|
|
float distortion,
|
|
float dscale,
|
|
float phase)
|
|
{
|
|
/* Prevent precision issues on unit coordinates. */
|
|
point p = (p_input + 0.000001) * 0.999999;
|
|
|
|
float n = 0.0;
|
|
|
|
if (type == "bands") {
|
|
if (bands_direction == "x") {
|
|
n = p[0] * 20.0;
|
|
}
|
|
else if (bands_direction == "y") {
|
|
n = p[1] * 20.0;
|
|
}
|
|
else if (bands_direction == "z") {
|
|
n = p[2] * 20.0;
|
|
}
|
|
else { /* diagonal */
|
|
n = (p[0] + p[1] + p[2]) * 10.0;
|
|
}
|
|
}
|
|
else if (type == "rings") {
|
|
point rp = p;
|
|
if (rings_direction == "x") {
|
|
rp *= point(0.0, 1.0, 1.0);
|
|
}
|
|
else if (rings_direction == "y") {
|
|
rp *= point(1.0, 0.0, 1.0);
|
|
}
|
|
else if (rings_direction == "z") {
|
|
rp *= point(1.0, 1.0, 0.0);
|
|
}
|
|
/* else: "spherical" */
|
|
|
|
n = length(rp) * 20.0;
|
|
}
|
|
|
|
n += phase;
|
|
|
|
if (distortion != 0.0) {
|
|
n = n + (distortion * (fractal_noise(p * dscale, detail) * 2.0 - 1.0));
|
|
}
|
|
|
|
if (profile == "sine") {
|
|
return 0.5 + 0.5 * sin(n - M_PI_2);
|
|
}
|
|
else if (profile == "saw") {
|
|
n /= M_2PI;
|
|
return n - floor(n);
|
|
}
|
|
else { /* profile tri */
|
|
n /= M_2PI;
|
|
return abs(n - floor(n + 0.5)) * 2.0;
|
|
}
|
|
}
|
|
|
|
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 bands_direction = "x",
|
|
string rings_direction = "x",
|
|
string profile = "sine",
|
|
float Scale = 5.0,
|
|
float Distortion = 0.0,
|
|
float Detail = 2.0,
|
|
float DetailScale = 1.0,
|
|
float PhaseOffset = 0.0,
|
|
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,
|
|
bands_direction,
|
|
rings_direction,
|
|
profile,
|
|
Detail,
|
|
Distortion,
|
|
DetailScale,
|
|
PhaseOffset);
|
|
Color = Fac;
|
|
}
|