/* * 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 * 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" /* Checker */ float checker(point p) { p[0] = (p[0] + 0.00001) * 0.9999; p[1] = (p[1] + 0.00001) * 0.9999; p[2] = (p[2] + 0.00001) * 0.9999; 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; } }