/* * 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" /* Voronoi */ shader node_voronoi_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 Coloring = "Intensity", float Scale = 5.0, point Vector = P, output float Fac = 0.0, output color Color = 0.0) { point p = Vector; if (use_mapping) p = transform(mapping, p); /* compute distance and point coordinate of 4 nearest neighbours */ float da[4]; point pa[4]; voronoi(p * Scale, "Distance Squared", 1.0, da, pa); /* Colored output */ if (Coloring == "Intensity") { Fac = fabs(da[0]); Color = color(Fac); } else { Color = cellnoise_color(pa[0]); Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); } }