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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-03 18:32:13 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-03 18:32:13 +0400
commit615fe0295fe13c229d7376b02a50ac110b636c47 (patch)
tree490bcc8d4af2abb7eed7679990fbee29a5376fb9 /intern/cycles/kernel/shaders/node_wave_texture.osl
parent6b098d7406f7d84b04be8d8604073de4e06613c9 (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.osl61
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);
+}
+