/* * Copyright 2011, 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" /* Voronoi */ shader node_voronoi_texture( string DistanceMetric = "Actual Distance", string Coloring = "Intensity", float Weight1 = 1.0, float Weight2 = 0.0, float Weight3 = 0.0, float Weight4 = 0.0, float Exponent = 2.5, float Intensity = 1.0, float Size = 0.25, point Vector = P, output float Fac = 0.0, output color Color = color(0.0, 0.0, 0.0)) { float exponent = max(Exponent, 1e-5); float size = nonzero(Size, 1e-5); float aw1 = fabs(Weight1); float aw2 = fabs(Weight2); float aw3 = fabs(Weight3); float aw4 = fabs(Weight4); float sc = (aw1 + aw2 + aw3 + aw4); if(sc != 0.0) sc = Intensity/sc; /* compute distance and point coordinate of 4 nearest neighbours */ float da[4]; point pa[4]; voronoi(Vector/size, DistanceMetric, exponent, da, pa); /* Scalar output */ Fac = sc * fabs(Weight1*da[0] + Weight2*da[1] + Weight3*da[2] + Weight4*da[3]); /* Colored output */ if(Coloring == "Intensity") { Color = color(Fac, Fac, Fac); } else { Color = aw1*cellnoise_color(pa[0]); Color += aw2*cellnoise_color(pa[1]); Color += aw3*cellnoise_color(pa[2]); Color += aw4*cellnoise_color(pa[3]); if(Coloring != "Position") { float t1 = min((da[1] - da[0])*10.0, 1.0); if(Coloring == "Position, Outline, and Intensity") Color *= t1*Fac; else if(Coloring == "Position and Outline") Color *= t1*sc; } else { Color *= sc; } } }