/* * 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. */ /* * Lyapunov Shader - in memory of great mathematician Aleksandr Mikhailovich Lyapunov * Original code: Sylvio Sell - maitag.de - Rostock Germany 2013 * devel task: https://developer.blender.org/T32305 * OSL port by Thomas Dinges */ /* Fac_Type * NODE_LYAPUNOV_SPREAD = 0 * NODE_LYAPUNOV_ABS = 1 * NODE_LYAPUNOV_COLOR = 2 * NODE_LYAPUNOV_REAL = 3 */ /* Render_Type * NODE_LYAPUNOV_NEG = 0 * NODE_LYAPUNOV_POS = 1 * NODE_LYAPUNOV_ALL = 2 */ /* Lyapunov */ 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 ableitung = 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; ableitung = 2.0*p1*sin(x+a)*cos(x+a); if (ableitung != 0.0) { index += log(fabs(ableitung)); iter++; } x = p1*sin(x+b)*sin(x+b)+p2; ableitung = 2.0*p1*sin(x+b)*cos(x+b); if (ableitung != 0.0) { index += log(fabs(ableitung)); iter++; } x = p1*sin(x+c)*sin(x+c)+p2; ableitung = 2.0*p1*sin(x+c)*cos(x+c); if (ableitung != 0.0) { index += log(fabs(ableitung)); 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; ableitung = 2.0*p1*sin(x+a)*cos(x+a); if (ableitung != 0.0) { index += log(fabs(ableitung)); iter++; } x = p1*sin(x+b)*sin(x+b)+p2; ableitung = 2.0*p1*sin(x+b)*cos(x+b); if (ableitung != 0.0) { index += log(fabs(ableitung)); iter++; } x = p1*sin(x+c)*sin(x+c)+p2; ableitung = 2.0*p1*sin(x+c)*cos(x+c); if (ableitung != 0.0) { index += log(fabs(ableitung)); 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; }