Cycles / OSL:
* More OSL fixes for r41599, removed marble and wood texture and ported Wave Texture to OSL.
This commit is contained in:
@@ -30,7 +30,6 @@ set(SRC_OSL
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node_light_path.osl
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node_magic_texture.osl
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node_mapping.osl
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node_marble_texture.osl
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node_math.osl
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node_mix.osl
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node_mix_closure.osl
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@@ -51,7 +50,7 @@ set(SRC_OSL
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node_velvet_bsdf.osl
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node_voronoi_texture.osl
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node_ward_bsdf.osl
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node_wood_texture.osl
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node_wave_texture.osl
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)
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set(SRC_OSL_HEADERS
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@@ -1,5 +1,5 @@
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/*
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* Copyright 2011, Blender Foundation.
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* Copyright 2012, 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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@@ -19,40 +19,41 @@
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#include "stdosl.h"
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#include "node_texture.h"
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/* Marble */
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/* Wave */
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float marble(point p, float size, string type, string wave, string basis, int hard, float turb, int depth)
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float wave(point p, float scale, string type, float detail, float distortion, float dscale)
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{
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float x = p[0];
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float y = p[1];
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float z = p[2];
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float x = p[0] * scale;
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float y = p[1] * scale;
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float z = p[2] * scale;
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float n = 5.0 * (x + y + z);
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float result, n = 0.0;
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float mi = n + turb * noise_turbulence(p/size, basis, depth, hard);
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mi = noise_wave(wave, mi);
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if(type == "Sharp")
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mi = sqrt(mi);
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else if(type == "Sharper")
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mi = sqrt(sqrt(mi));
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return mi;
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if(type == "Bands") {
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n = (x + y + z)*10.0);
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}
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else if(type == "Rings") {
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n = (sqrt(x*x + y*y + z*z)*20.0);
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}
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if(distortion != 0.0) {
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n = n +(distortion * noise_turbulence(p*dscale, "Perlin", detail, 0);
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}
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result = noise_wave("Sine", n);
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return result;
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}
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shader node_marble_texture(
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string Type = "Soft",
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string Wave = "Sine",
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string Basis = "Perlin",
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int Hard = 0,
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float Size = 0.25,
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float Turbulence = 5.0,
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int Depth = 2,
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shader node_wave_texture(
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string Type = "Bands",
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float Scale = 5.0,
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float distortion = 0.0,
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float detail = 2.0,
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float dscale = 1.0,
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point Vector = P,
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output float Fac = 0.0)
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{
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float size = nonzero(Size, 1e-5);
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Fac = marble(Vector, size, Type, Wave, Basis, Hard, Turbulence, Depth);
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float scale = nonzero(Scale, 1e-5);
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Fac = wave(Vector, scale, Type, detail, distortion, dscale);
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}
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@@ -1,63 +0,0 @@
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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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/* Wood */
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float wood(point p, float size, string type, string wave, string basis, int hard, float turb)
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{
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float x = p[0];
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float y = p[1];
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float z = p[2];
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float result = 0.0;
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if(type == "Bands") {
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result = noise_wave(wave, (x + y + z)*10.0);
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}
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else if(type == "Rings") {
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result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0);
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}
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else if (type == "Band Noise") {
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float wi = turb*noise_basis_hard(p/size, basis, hard);
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result = noise_wave(wave, (x + y + z)*10.0 + wi);
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}
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else if (type == "Ring Noise") {
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float wi = turb*noise_basis_hard(p/size, basis, hard);
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result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0 + wi);
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}
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return result;
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}
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shader node_wood_texture(
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string Type = "Bands",
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string Wave = "Sine",
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string Basis = "Perlin",
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int Hard = 0,
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float Size = 0.25,
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float Turbulence = 5.0,
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point Vector = P,
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output float Fac = 0.0)
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{
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float size = nonzero(Size, 1e-5);
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Fac = wood(Vector, size, Type, Wave, Basis, Hard, Turbulence);
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}
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