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blender-archive/intern/cycles/kernel/osl/shaders/node_wave_texture.osl
Brecht Van Lommel d7d40745fa Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
  scene and its nodes. The session/ folder contains the render session and
  associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
  kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:36:39 +02:00

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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 "node_noise.h"
#include "stdcycles.h"
/* Wave */
float wave(point p_input,
string type,
string bands_direction,
string rings_direction,
string profile,
float distortion,
float detail,
float dscale,
float droughness,
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, droughness) * 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 wave_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 DetailRoughness = 0.5,
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,
wave_type,
bands_direction,
rings_direction,
profile,
Distortion,
Detail,
DetailScale,
DetailRoughness,
PhaseOffset);
Color = Fac;
}