/* * 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" /* Noise */ float noise(point ip, float distortion, float detail, output color Color) { point r; point p = ip; int hard = 0; if (distortion != 0.0) { r[0] = safe_noise(p + point(13.5), "unsigned") * distortion; r[1] = safe_noise(p, "unsigned") * distortion; r[2] = safe_noise(p - point(13.5), "unsigned") * distortion; p += r; } float fac = noise_turbulence(p, detail, hard); Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard), noise_turbulence(point(p[1], p[2], p[0]), detail, hard)); return fac; } shader node_noise_texture( int use_mapping = 0, matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), float Distortion = 0.0, float Scale = 5.0, float Detail = 2.0, point Vector = P, output float Fac = 0.0, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); Fac = noise(p * Scale, Distortion, Detail, Color); }