/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #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); }