Cycles / OSL:

* More OSL fixes for r41599, removed marble and wood texture and ported Wave Texture to OSL.
This commit is contained in:
Thomas Dinges
2012-06-02 19:14:14 +00:00
parent cf929c7796
commit a5b2d2a2be
3 changed files with 29 additions and 92 deletions

View File

@@ -30,7 +30,6 @@ set(SRC_OSL
node_light_path.osl
node_magic_texture.osl
node_mapping.osl
node_marble_texture.osl
node_math.osl
node_mix.osl
node_mix_closure.osl
@@ -51,7 +50,7 @@ set(SRC_OSL
node_velvet_bsdf.osl
node_voronoi_texture.osl
node_ward_bsdf.osl
node_wood_texture.osl
node_wave_texture.osl
)
set(SRC_OSL_HEADERS

View File

@@ -1,5 +1,5 @@
/*
* Copyright 2011, Blender Foundation.
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
@@ -19,40 +19,41 @@
#include "stdosl.h"
#include "node_texture.h"
/* Marble */
/* Wave */
float marble(point p, float size, string type, string wave, string basis, int hard, float turb, int depth)
float wave(point p, float scale, string type, float detail, float distortion, float dscale)
{
float x = p[0];
float y = p[1];
float z = p[2];
float x = p[0] * scale;
float y = p[1] * scale;
float z = p[2] * scale;
float n = 5.0 * (x + y + z);
float result, n = 0.0;
float mi = n + turb * noise_turbulence(p/size, basis, depth, hard);
mi = noise_wave(wave, mi);
if(type == "Sharp")
mi = sqrt(mi);
else if(type == "Sharper")
mi = sqrt(sqrt(mi));
return mi;
if(type == "Bands") {
n = (x + y + z)*10.0);
}
else if(type == "Rings") {
n = (sqrt(x*x + y*y + z*z)*20.0);
}
if(distortion != 0.0) {
n = n +(distortion * noise_turbulence(p*dscale, "Perlin", detail, 0);
}
result = noise_wave("Sine", n);
return result;
}
shader node_marble_texture(
string Type = "Soft",
string Wave = "Sine",
string Basis = "Perlin",
int Hard = 0,
float Size = 0.25,
float Turbulence = 5.0,
int Depth = 2,
shader node_wave_texture(
string Type = "Bands",
float Scale = 5.0,
float distortion = 0.0,
float detail = 2.0,
float dscale = 1.0,
point Vector = P,
output float Fac = 0.0)
{
float size = nonzero(Size, 1e-5);
Fac = marble(Vector, size, Type, Wave, Basis, Hard, Turbulence, Depth);
float scale = nonzero(Scale, 1e-5);
Fac = wave(Vector, scale, Type, detail, distortion, dscale);
}

View File

@@ -1,63 +0,0 @@
/*
* 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"
/* Wood */
float wood(point p, float size, string type, string wave, string basis, int hard, float turb)
{
float x = p[0];
float y = p[1];
float z = p[2];
float result = 0.0;
if(type == "Bands") {
result = noise_wave(wave, (x + y + z)*10.0);
}
else if(type == "Rings") {
result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0);
}
else if (type == "Band Noise") {
float wi = turb*noise_basis_hard(p/size, basis, hard);
result = noise_wave(wave, (x + y + z)*10.0 + wi);
}
else if (type == "Ring Noise") {
float wi = turb*noise_basis_hard(p/size, basis, hard);
result = noise_wave(wave, sqrt(x*x + y*y + z*z)*20.0 + wi);
}
return result;
}
shader node_wood_texture(
string Type = "Bands",
string Wave = "Sine",
string Basis = "Perlin",
int Hard = 0,
float Size = 0.25,
float Turbulence = 5.0,
point Vector = P,
output float Fac = 0.0)
{
float size = nonzero(Size, 1e-5);
Fac = wood(Vector, size, Type, Wave, Basis, Hard, Turbulence);
}