/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "node_noise.h" #include "stdcycles.h" /* Wave */ float wave(point p_input, string type, string bands_direction, string rings_direction, string profile, float distortion, float detail, float dscale, float droughness, float phase) { /* Prevent precision issues on unit coordinates. */ point p = (p_input + 0.000001) * 0.999999; float n = 0.0; if (type == "bands") { if (bands_direction == "x") { n = p[0] * 20.0; } else if (bands_direction == "y") { n = p[1] * 20.0; } else if (bands_direction == "z") { n = p[2] * 20.0; } else { /* diagonal */ n = (p[0] + p[1] + p[2]) * 10.0; } } else if (type == "rings") { point rp = p; if (rings_direction == "x") { rp *= point(0.0, 1.0, 1.0); } else if (rings_direction == "y") { rp *= point(1.0, 0.0, 1.0); } else if (rings_direction == "z") { rp *= point(1.0, 1.0, 0.0); } /* else: "spherical" */ n = length(rp) * 20.0; } n += phase; if (distortion != 0.0) { n = n + (distortion * (fractal_noise(p * dscale, detail, droughness) * 2.0 - 1.0)); } if (profile == "sine") { return 0.5 + 0.5 * sin(n - M_PI_2); } else if (profile == "saw") { n /= M_2PI; return n - floor(n); } else { /* profile tri */ n /= M_2PI; return abs(n - floor(n + 0.5)) * 2.0; } } shader node_wave_texture(int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), string wave_type = "bands", string bands_direction = "x", string rings_direction = "x", string profile = "sine", float Scale = 5.0, float Distortion = 0.0, float Detail = 2.0, float DetailScale = 1.0, float DetailRoughness = 0.5, float PhaseOffset = 0.0, point Vector = P, output float Fac = 0.0, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); Fac = wave(p * Scale, wave_type, bands_direction, rings_direction, profile, Distortion, Detail, DetailScale, DetailRoughness, PhaseOffset); Color = Fac; }