/* * 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" /* Magic */ color magic(point p, int n, float distortion) { float dist = distortion; float x = sin(( p[0] + p[1] + p[2]) * 5.0); float y = cos((-p[0] + p[1] - p[2]) * 5.0); float z = -cos((-p[0] - p[1] + p[2]) * 5.0); if (n > 0) { x *= dist; y *= dist; z *= dist; y = -cos(x - y + z); y *= dist; if (n > 1) { x = cos(x - y - z); x *= dist; if (n > 2) { z = sin(-x - y - z); z *= dist; if (n > 3) { x = -cos(-x + y - z); x *= dist; if (n > 4) { y = -sin(-x + y + z); y *= dist; if (n > 5) { y = -cos(-x + y + z); y *= dist; if (n > 6) { x = cos(x + y + z); x *= dist; if (n > 7) { z = sin(x + y - z); z *= dist; if (n > 8) { x = -cos(-x - y + z); x *= dist; if (n > 9) { y = -sin(x - y + z); y *= dist; } } } } } } } } } } if (dist != 0.0) { dist *= 2.0; x /= dist; y /= dist; z /= dist; } return color(0.5 - x, 0.5 - y, 0.5 - z); } shader node_magic_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), int Depth = 2, float Distortion = 5.0, float Scale = 5.0, point Vector = P, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); Color = magic(p * Scale, Depth, Distortion); }