forked from bartvdbraak/blender
ead83a48f1
It might still have a derivation on larger scales (10k or more), but we need some offset to avoid precision issues on unit coordinates.
64 lines
1.4 KiB
Plaintext
64 lines
1.4 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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#include "node_texture.h"
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/* Checker */
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float checker(point p)
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{
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p[0] = (p[0] + 0.000001) * 0.999999;
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p[1] = (p[1] + 0.000001) * 0.999999;
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p[2] = (p[2] + 0.000001) * 0.999999;
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int xi = (int)fabs(floor(p[0]));
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int yi = (int)fabs(floor(p[1]));
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int zi = (int)fabs(floor(p[2]));
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if ((xi % 2 == yi % 2) == (zi % 2)) {
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return 1.0;
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}
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else {
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return 0.0;
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}
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}
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shader node_checker_texture(
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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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float Scale = 5.0,
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point Vector = P,
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color Color1 = 0.8,
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color Color2 = 0.2,
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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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Fac = checker(p * Scale);
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if (Fac == 1.0) {
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Color = Color1;
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}
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else {
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Color = Color2;
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}
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}
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