Cycles / OSL Textures:

* Ported my checker texture to OSL. :)
This commit is contained in:
Thomas Dinges
2012-06-03 00:02:24 +00:00
parent a4f3475846
commit 345a8d8170
2 changed files with 59 additions and 0 deletions

View File

@@ -7,6 +7,7 @@ set(SRC_OSL
node_background.osl node_background.osl
node_bump.osl node_bump.osl
node_camera.osl node_camera.osl
node_checker_texture.osl
node_convert_from_color.osl node_convert_from_color.osl
node_convert_from_float.osl node_convert_from_float.osl
node_convert_from_normal.osl node_convert_from_normal.osl

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@@ -0,0 +1,58 @@
/*
* 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 = fabs(floor(p[0]));
int yi = fabs(floor(p[1]));
int zi = fabs(floor(p[2]));
if((xi % 2 == yi % 2) == (zi % 2)) {
return 1.0;
}
else {
return 0.0;
}
}
shader node_checker_texture(
float Scale = 5.0,
point Vector = P,
color Color1 = color(0.8, 0.8, 0.8);
color Color2 = color(0.2, 0.2, 0.2);
output float Fac = 0.0)
output color Color = color(0.0, 0.0, 0.0))
{
Fac = checker(Vector*Scale);
if(Fac == 1.0) {
Color = color(Color1, Color1, Color1);
}
else {
Color = color(Color2, Color2, Color2);
}
}