/* * 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" /* Gradient */ float gradient(point p, string type) { float x, y, z; x = p[0]; y = p[1]; z = p[2]; float result = 0.0; if (type == "Linear") { result = x; } else if (type == "Quadratic") { float r = max(x, 0.0); result = r * r; } else if (type == "Easing") { float r = min(max(x, 0.0), 1.0); float t = r * r; result = (3.0 * t - 2.0 * t * r); } else if (type == "Diagonal") { result = (x + y) * 0.5; } else if (type == "Radial") { result = atan2(y, x) / M_2PI + 0.5; } else { float r = max(1.0 - sqrt(x * x + y * y + z * z), 0.0); if (type == "Quadratic Sphere") result = r * r; else if (type == "Spherical") result = r; } return result; } shader node_gradient_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 Type = "Linear", point Vector = P, output float Fac = 0.0, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); Fac = gradient(p, Type); Color = color(Fac, Fac, Fac); }