/* * Copyright 2013, 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. */ /* * Lyapunov Shader - in memory of great mathematician Aleksandr Mikhailovich Lyapunov * Original code: Sylvio Sell - maitag.de - Rostock Germany 2013 * OSL port by Thomas Dinges * More information: https://developer.blender.org/T32305 */ /* Fac_Type * 0, SPREAD, Spread indices for fac output * 1, ABS, Absolute values from indices * 2, COLOR, Get fac output from used colors * 3, REAL, Real indices */ /* Render_Type * 0, NEG, Negative Lyapunov indices only * 1, POS, Positive Lyapunov indices only * 2, ALL, Positive and negative indices */ float lyapunov(point p, float iteration_pre, float iteration_main, float p1, float p2) { /* Coordinates */ float a = p[0]; float b = p[1]; float c = p[2]; int iter_pre = (int)floor(iteration_pre); int iter_main = (int)floor(iteration_main); float nabla_pre = iteration_pre - (float)iter_pre; float nabla_main = iteration_main - (float)iter_main; float x = 0.0; float index = 0.0; float derivation = 0.0; int iter = 0; /* Pre-iteration */ for (int i = 0; i < iter_pre; i++) { x = p1 * sin(x + a) * sin(x + a) + p2; x = p1 * sin(x + b) * sin(x + b) + p2; x = p1 * sin(x + c) * sin(x + c) + p2; } if (nabla_pre != 0.0) { float x_pre = x; x = p1 * sin(x + a) * sin(x + a) + p2; x = p1 * sin(x + b) * sin(x + b) + p2; x = p1 * sin(x + c) * sin(x + c) + p2; x = x * nabla_pre + x_pre * (1.0 - nabla_pre); } /* Main-iteration */ for (int i = 0; i < iter_main; i++) { x = p1 * sin(x + a) * sin(x + a) + p2; derivation = 2.0 *p1 *sin(x + a) * cos(x + a); if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } x = p1 * sin(x + b) * sin(x + b) + p2; derivation = 2.0 *p1 *sin(x + b) * cos(x + b); if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } x = p1 * sin(x + c) * sin(x + c) + p2; derivation = 2.0 *p1 *sin(x + c) * cos(x + c); if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } } if (nabla_main == 0.0) { index = (iter != 0) ? index / (float)(iter) : 0.0; } else { float index_pre = (iter != 0) ? index / (float)(iter) : 0.0; x = p1 * sin(x + a) * sin(x + a) + p2; derivation = 2.0 *p1 *sin(x + a) * cos(x + a); if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } x = p1 * sin(x + b) * sin(x + b) + p2; derivation = 2.0 *p1 *sin(x + b) * cos(x + b); if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } x = p1 * sin(x + c) * sin(x + c) + p2; derivation = 2.0 *p1 *sin(x + c) * cos(x + c); if (derivation != 0.0) { index += log(fabs(derivation)); iter++; } index = (iter != 0) ? index / (float)(iter) : 0.0; index = index * nabla_main + index_pre * (1.0 - nabla_main); } return index; } shader node_lyapunov( color Pos_Color = color(1.0, 0.0, 0.0), color Mid_Color = color(0.0, 0.0, 0.0), color Neg_Color = color(0.0, 0.0, 1.0), float Pre_Iteration = 0.0, float Main_Iteration = 1.0, float Pos_Scale = 0.5, float Neg_Scale = 0.5, float Param1 = 2.0, float Param2 = 2.0, int Fac_Type = 0, int Render_Type = 2, float Scale = 0.25, point Pos = P, output float Fac = 0.0, output color Color = 0.0) { /* Calculate Texture */ float index = lyapunov(Pos * Scale, Pre_Iteration, Main_Iteration, Param1, Param2); /* Calculate Color */ if (index > 0.0 && (Render_Type != 0)) { index *= Pos_Scale; if (index > 1.0) { index = 1.0; } Color = (Pos_Color - Mid_Color) * index + Mid_Color; } else if (index < 0.0 && (Render_Type != 1)) { index *= Neg_Scale; if (index < -1.0) { index = -1.0; } Color = (Mid_Color - Neg_Color) * index + Mid_Color; } else { Color = Mid_Color; } /* Adjust Index */ if (Fac_Type == 0) { index = 0.5 + index * 0.5; } else if (Fac_Type == 1) { index = fabs(index); } else if (Fac_Type == 2) { index = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0); } Fac = index; }