Cycles OSL: refactoring and fixes
* Moved kernel/osl/nodes to kernel/shaders * Renamed standard attributes to use geom:, particle:, object: prefixes * Update stdosl.h to properly reflect the closures we support * Fix the wrong stdosl.h being used for building shaders * Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
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intern/cycles/kernel/shaders/node_magic_texture.osl
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104
intern/cycles/kernel/shaders/node_magic_texture.osl
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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#include "node_texture.h"
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/* Magic */
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color magic(point p, int n, float distortion)
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{
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float dist = distortion;
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float x = sin(( p[0] + p[1] + p[2]) * 5.0);
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float y = cos((-p[0] + p[1] - p[2]) * 5.0);
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float z = -cos((-p[0] - p[1] + p[2]) * 5.0);
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if (n > 0) {
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x *= dist;
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y *= dist;
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z *= dist;
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y = -cos(x - y + z);
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y *= dist;
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if (n > 1) {
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x = cos(x - y - z);
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x *= dist;
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if (n > 2) {
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z = sin(-x - y - z);
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z *= dist;
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if (n > 3) {
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x = -cos(-x + y - z);
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x *= dist;
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if (n > 4) {
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y = -sin(-x + y + z);
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y *= dist;
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if (n > 5) {
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y = -cos(-x + y + z);
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y *= dist;
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if (n > 6) {
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x = cos(x + y + z);
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x *= dist;
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if (n > 7) {
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z = sin(x + y - z);
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z *= dist;
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if (n > 8) {
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x = -cos(-x - y + z);
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x *= dist;
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if (n > 9) {
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y = -sin(x - y + z);
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y *= dist;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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if (dist != 0.0) {
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dist *= 2.0;
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x /= dist;
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y /= dist;
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z /= dist;
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}
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return color(0.5 - x, 0.5 - y, 0.5 - z);
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}
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shader node_magic_texture(
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int Depth = 2,
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float Distortion = 5.0,
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float Scale = 5.0,
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point Vector = P,
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output color Color = color(0.0, 0.0, 0.0))
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{
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Color = magic(Vector * Scale, Depth, Distortion);
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}
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