* 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.
120 lines
3.1 KiB
Plaintext
120 lines
3.1 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "node_noise.h"
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#include "stdcycles.h"
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/* Wave */
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float wave(point p_input,
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string type,
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string bands_direction,
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string rings_direction,
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string profile,
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float distortion,
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float detail,
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float dscale,
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float droughness,
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float phase)
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{
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/* Prevent precision issues on unit coordinates. */
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point p = (p_input + 0.000001) * 0.999999;
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float n = 0.0;
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if (type == "bands") {
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if (bands_direction == "x") {
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n = p[0] * 20.0;
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}
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else if (bands_direction == "y") {
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n = p[1] * 20.0;
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}
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else if (bands_direction == "z") {
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n = p[2] * 20.0;
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}
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else { /* diagonal */
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n = (p[0] + p[1] + p[2]) * 10.0;
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}
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}
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else if (type == "rings") {
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point rp = p;
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if (rings_direction == "x") {
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rp *= point(0.0, 1.0, 1.0);
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}
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else if (rings_direction == "y") {
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rp *= point(1.0, 0.0, 1.0);
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}
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else if (rings_direction == "z") {
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rp *= point(1.0, 1.0, 0.0);
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}
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/* else: "spherical" */
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n = length(rp) * 20.0;
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}
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n += phase;
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if (distortion != 0.0) {
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n = n + (distortion * (fractal_noise(p * dscale, detail, droughness) * 2.0 - 1.0));
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}
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if (profile == "sine") {
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return 0.5 + 0.5 * sin(n - M_PI_2);
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}
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else if (profile == "saw") {
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n /= M_2PI;
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return n - floor(n);
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}
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else { /* profile tri */
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n /= M_2PI;
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return abs(n - floor(n + 0.5)) * 2.0;
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}
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}
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shader node_wave_texture(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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string wave_type = "bands",
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string bands_direction = "x",
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string rings_direction = "x",
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string profile = "sine",
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float Scale = 5.0,
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float Distortion = 0.0,
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float Detail = 2.0,
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float DetailScale = 1.0,
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float DetailRoughness = 0.5,
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float PhaseOffset = 0.0,
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point Vector = P,
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output float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Fac = wave(p * Scale,
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wave_type,
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bands_direction,
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rings_direction,
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profile,
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Distortion,
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Detail,
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DetailScale,
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DetailRoughness,
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PhaseOffset);
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Color = Fac;
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}
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