blender/intern/cycles/kernel/shaders/node_checker_texture.osl
Thomas Dinges ead83a48f1 Fix T40692, Checker Texture derivation on very large scales (1k).
It might still have a derivation on larger scales (10k or more), but we need some offset to avoid precision issues on unit coordinates.
2014-06-20 09:03:22 +02:00

64 lines
1.4 KiB
Plaintext

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#include "stdosl.h"
#include "node_texture.h"
/* Checker */
float checker(point p)
{
p[0] = (p[0] + 0.000001) * 0.999999;
p[1] = (p[1] + 0.000001) * 0.999999;
p[2] = (p[2] + 0.000001) * 0.999999;
int xi = (int)fabs(floor(p[0]));
int yi = (int)fabs(floor(p[1]));
int zi = (int)fabs(floor(p[2]));
if ((xi % 2 == yi % 2) == (zi % 2)) {
return 1.0;
}
else {
return 0.0;
}
}
shader node_checker_texture(
int use_mapping = 0,
matrix mapping = matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),
float Scale = 5.0,
point Vector = P,
color Color1 = 0.8,
color Color2 = 0.2,
output float Fac = 0.0,
output color Color = 0.0)
{
point p = Vector;
if (use_mapping)
p = transform(mapping, p);
Fac = checker(p * Scale);
if (Fac == 1.0) {
Color = Color1;
}
else {
Color = Color2;
}
}