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authorThomas Dinges <blender@dingto.org>2014-01-06 05:39:18 +0400
committerThomas Dinges <blender@dingto.org>2014-01-06 05:39:18 +0400
commit56081d596ebfefe4302931d047b02a5ba05429ae (patch)
tree410d23535b83aabfb706175b1752f9ce5f524918 /release/scripts/templates_osl
parent96865546333d5805a019729392f599c8dd66fc7a (diff)
Cycles / OSL: Add a new procedural texture template, Lyapunov fractals.
Based on a patch by Sylvio Sell, OSL port by myself. Task and example renders: https://developer.blender.org/T32305
Diffstat (limited to 'release/scripts/templates_osl')
-rw-r--r--release/scripts/templates_osl/lyapunov_texture.osl159
1 files changed, 159 insertions, 0 deletions
diff --git a/release/scripts/templates_osl/lyapunov_texture.osl b/release/scripts/templates_osl/lyapunov_texture.osl
new file mode 100644
index 00000000000..d8817b4087c
--- /dev/null
+++ b/release/scripts/templates_osl/lyapunov_texture.osl
@@ -0,0 +1,159 @@
+/*
+ * Copyright 2013, 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.
+ */
+
+/*
+ * Lyapunov Shader - in memory of great mathematician Aleksandr Mikhailovich Lyapunov
+ * Original code: Sylvio Sell - maitag.de - Rostock Germany 2013
+ * OSL port by Thomas Dinges
+ * More information: https://developer.blender.org/T32305
+ */
+
+ /* Fac_Type
+ * 0, SPREAD, Spread indices for fac output
+ * 1, ABS, Absolute values from indices
+ * 2, COLOR, Get fac output from used colors
+ * 3, REAL, Real indices
+ */
+
+/* Render_Type
+ * 0, NEG, Negative Lyapunov indices only
+ * 1, POS, Positive Lyapunov indices only
+ * 2, ALL, Positive and negative indices
+ */
+
+float lyapunov(point p, float iteration_pre, float iteration_main, float p1, float p2)
+{
+ /* Coordinates */
+ float a = p[0];
+ float b = p[1];
+ float c = p[2];
+
+ int iter_pre = (int)floor(iteration_pre);
+ int iter_main = (int)floor(iteration_main);
+ float nabla_pre = iteration_pre - (float)iter_pre;
+ float nabla_main = iteration_main - (float)iter_main;
+
+ float x = 0.0;
+ float index = 0.0;
+ float derivation = 0.0;
+ int iter = 0;
+
+ /* Pre-iteration */
+ for(int i = 0; i < iter_pre; i++) {
+ x = p1*sin(x+a) * sin(x+a)+p2;
+ x = p1*sin(x+b) * sin(x+b)+p2;
+ x = p1*sin(x+c) * sin(x+c)+p2;
+ }
+
+ if (nabla_pre != 0.0) {
+ float x_pre = x;
+
+ x = p1*sin(x+a)*sin(x+a)+p2;
+ x = p1*sin(x+b)*sin(x+b)+p2;
+ x = p1*sin(x+c)*sin(x+c)+p2;
+ x = x*nabla_pre + x_pre*(1.0-nabla_pre);
+ }
+
+ /* Main-iteration */
+ for(int i = 0; i < iter_main; i++) {
+ x = p1*sin(x+a)*sin(x+a)+p2;
+ derivation = 2.0*p1*sin(x+a)*cos(x+a);
+ if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
+
+ x = p1*sin(x+b)*sin(x+b)+p2;
+ derivation = 2.0*p1*sin(x+b)*cos(x+b);
+ if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
+
+ x = p1*sin(x+c)*sin(x+c)+p2;
+ derivation = 2.0*p1*sin(x+c)*cos(x+c);
+ if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
+ }
+
+ if (nabla_main == 0.0) {
+ index = (iter != 0) ? index/(float)(iter) : 0.0;
+ }
+ else {
+ float index_pre = (iter != 0) ? index/(float)(iter) : 0.0;
+
+ x = p1*sin(x+a)*sin(x+a)+p2;
+ derivation = 2.0*p1*sin(x+a)*cos(x+a);
+ if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
+
+ x = p1*sin(x+b)*sin(x+b)+p2;
+ derivation = 2.0*p1*sin(x+b)*cos(x+b);
+ if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
+
+ x = p1*sin(x+c)*sin(x+c)+p2;
+ derivation = 2.0*p1*sin(x+c)*cos(x+c);
+ if (derivation != 0.0) { index += log(fabs(derivation)); iter++; }
+
+ index = (iter != 0) ? index/(float)(iter) : 0.0;
+ index = index*nabla_main + index_pre*(1.0-nabla_main);
+ }
+
+ return index;
+}
+
+shader node_lyapunov(
+ color Pos_Color = color(1.0, 0.0, 0.0),
+ color Mid_Color = color(0.0, 0.0, 0.0),
+ color Neg_Color = color(0.0, 0.0, 1.0),
+ float Pre_Iteration = 0.0,
+ float Main_Iteration = 1.0,
+ float Pos_Scale = 0.5,
+ float Neg_Scale = 0.5,
+ float Param1 = 2.0,
+ float Param2 = 2.0,
+ int Fac_Type = 0,
+ int Render_Type = 2,
+ float Scale = 0.25,
+ point Pos = P,
+ output float Fac = 0.0,
+ output color Color = 0.0)
+{
+ /* Calculate Texture */
+ float index = lyapunov(Pos*Scale, Pre_Iteration, Main_Iteration, Param1, Param2);
+
+ /* Calculate Color */
+ if(index > 0.0 && (Render_Type != 0)) {
+ index *= Pos_Scale;
+ if(index > 1.0) { index = 1.0; }
+ Color = (Pos_Color - Mid_Color) * index + Mid_Color;
+ }
+ else if (index < 0.0 && (Render_Type != 1)) {
+ index *= Neg_Scale;
+ if (index < -1.0) { index = -1.0; }
+ Color = (Mid_Color - Neg_Color) * index + Mid_Color;
+ }
+ else {
+ Color = Mid_Color;
+ }
+
+ /* Adjust Index */
+ if (Fac_Type == 0) {
+ index = 0.5 + index * 0.5;
+ }
+ else if (Fac_Type == 1) {
+ index = fabs(index);
+ }
+ else if (Fac_Type == 2) {
+ index = (Color[0]+Color[1]+Color[2]) * (1.0/3.0);
+ }
+
+ Fac = index;
+}