
This patch extends perlin noise to operate in 1D, 2D, 3D, and 4D space. The noise code has also been refactored to be more readable. The Color output and distortion patterns changed, so this patch breaks backward compatibility. This is due to the fact that we now use random offsets as noise seeds, as opposed to swizzling and constants offsets. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5560
109 lines
2.5 KiB
Plaintext
109 lines
2.5 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "stdosl.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(int use_mapping = 0,
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matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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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 float Fac = 0.0,
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output color Color = 0.0)
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{
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point p = Vector;
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if (use_mapping)
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p = transform(mapping, p);
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Color = magic(p * Scale, depth, Distortion);
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Fac = (Color[0] + Color[1] + Color[2]) * (1.0 / 3.0);
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}
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