diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-03 18:32:13 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-03 18:32:13 +0400 |
commit | 615fe0295fe13c229d7376b02a50ac110b636c47 (patch) | |
tree | 490bcc8d4af2abb7eed7679990fbee29a5376fb9 /intern/cycles/kernel/shaders/node_wave_texture.osl | |
parent | 6b098d7406f7d84b04be8d8604073de4e06613c9 (diff) |
Cycles OSL: refactoring and fixes
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
Diffstat (limited to 'intern/cycles/kernel/shaders/node_wave_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_wave_texture.osl | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_wave_texture.osl b/intern/cycles/kernel/shaders/node_wave_texture.osl new file mode 100644 index 00000000000..79b8a8885d1 --- /dev/null +++ b/intern/cycles/kernel/shaders/node_wave_texture.osl @@ -0,0 +1,61 @@ +/* + * Copyright 2012, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include "stdosl.h" +#include "node_texture.h" + +/* Wave */ + +float wave(point p, float scale, string type, float detail, float distortion, float dscale) +{ + float x = p[0] * scale; + float y = p[1] * scale; + float z = p[2] * scale; + + float result = 0.0; + float n = 0.0; + + if (type == "Bands") { + n = (x + y + z) * 10.0; + } + else if (type == "Rings") { + n = (sqrt(x * x + y * y + z * z) * 20.0); + } + + if (distortion != 0.0) { + n = n + (distortion * noise_turbulence(p * dscale, "Perlin", detail, 0)); + } + result = noise_wave("Sine", n); + + return result; +} + +shader node_wave_texture( + string Type = "Bands", + 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 = color (0.0, 0.0, 0.0)) +{ + Fac = wave(Vector, Scale, Type, Detail, Distortion, DetailScale); + Color = color(Fac, Fac, Fac); +} + |