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- /****************************************************************************
- * texture.c
- *
- * This module implements texturing functions such as noise, turbulence and
- * texture transformation functions. The actual texture routines are in the
- * files txtcolor.c, txtbump.c, txtmap.c, etc.
- * The noise function used here is the one described by Ken Perlin in
- * "Hypertexture", SIGGRAPH '89 Conference Proceedings page 253.
- *
- * from Persistence of Vision Raytracer
- * Copyright 1992 Persistence of Vision Team
- *---------------------------------------------------------------------------
- * Copying, distribution and legal info is in the file povlegal.doc which
- * should be distributed with this file. If povlegal.doc is not available
- * or for more info please contact:
- *
- * Drew Wells [POV-Team Leader]
- * CIS: 73767,1244 Internet: 73767.1244@compuserve.com
- * Phone: (213) 254-4041
- *
- * This program is based on the popular DKB raytracer version 2.12.
- * DKBTrace was originally written by David K. Buck.
- * DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
- *
- *****************************************************************************/
- /*
- Some texture ideas garnered from SIGGRAPH '85 Volume 19 Number 3,
- "An Image Synthesizer" By Ken Perlin.
- Further Ideas Garnered from "The RenderMan Companion" (Addison Wesley)
- */
-
- #include "frame.h"
- #include "vector.h"
- #include "povproto.h"
- #include "texture.h"
-
- DBL *sintab;
- DBL frequency[NUMBER_OF_WAVES];
- VECTOR Wave_Sources[NUMBER_OF_WAVES];
- DBL *RTable;
- short *hashTable;
-
- unsigned short crctab[256] =
- {
- 0x0000, 0xc0c1, 0xc181, 0x0140, 0xc301, 0x03c0, 0x0280, 0xc241,
- 0xc601, 0x06c0, 0x0780, 0xc741, 0x0500, 0xc5c1, 0xc481, 0x0440,
- 0xcc01, 0x0cc0, 0x0d80, 0xcd41, 0x0f00, 0xcfc1, 0xce81, 0x0e40,
- 0x0a00, 0xcac1, 0xcb81, 0x0b40, 0xc901, 0x09c0, 0x0880, 0xc841,
- 0xd801, 0x18c0, 0x1980, 0xd941, 0x1b00, 0xdbc1, 0xda81, 0x1a40,
- 0x1e00, 0xdec1, 0xdf81, 0x1f40, 0xdd01, 0x1dc0, 0x1c80, 0xdc41,
- 0x1400, 0xd4c1, 0xd581, 0x1540, 0xd701, 0x17c0, 0x1680, 0xd641,
- 0xd201, 0x12c0, 0x1380, 0xd341, 0x1100, 0xd1c1, 0xd081, 0x1040,
- 0xf001, 0x30c0, 0x3180, 0xf141, 0x3300, 0xf3c1, 0xf281, 0x3240,
- 0x3600, 0xf6c1, 0xf781, 0x3740, 0xf501, 0x35c0, 0x3480, 0xf441,
- 0x3c00, 0xfcc1, 0xfd81, 0x3d40, 0xff01, 0x3fc0, 0x3e80, 0xfe41,
- 0xfa01, 0x3ac0, 0x3b80, 0xfb41, 0x3900, 0xf9c1, 0xf881, 0x3840,
- 0x2800, 0xe8c1, 0xe981, 0x2940, 0xeb01, 0x2bc0, 0x2a80, 0xea41,
- 0xee01, 0x2ec0, 0x2f80, 0xef41, 0x2d00, 0xedc1, 0xec81, 0x2c40,
- 0xe401, 0x24c0, 0x2580, 0xe541, 0x2700, 0xe7c1, 0xe681, 0x2640,
- 0x2200, 0xe2c1, 0xe381, 0x2340, 0xe101, 0x21c0, 0x2080, 0xe041,
- 0xa001, 0x60c0, 0x6180, 0xa141, 0x6300, 0xa3c1, 0xa281, 0x6240,
- 0x6600, 0xa6c1, 0xa781, 0x6740, 0xa501, 0x65c0, 0x6480, 0xa441,
- 0x6c00, 0xacc1, 0xad81, 0x6d40, 0xaf01, 0x6fc0, 0x6e80, 0xae41,
- 0xaa01, 0x6ac0, 0x6b80, 0xab41, 0x6900, 0xa9c1, 0xa881, 0x6840,
- 0x7800, 0xb8c1, 0xb981, 0x7940, 0xbb01, 0x7bc0, 0x7a80, 0xba41,
- 0xbe01, 0x7ec0, 0x7f80, 0xbf41, 0x7d00, 0xbdc1, 0xbc81, 0x7c40,
- 0xb401, 0x74c0, 0x7580, 0xb541, 0x7700, 0xb7c1, 0xb681, 0x7640,
- 0x7200, 0xb2c1, 0xb381, 0x7340, 0xb101, 0x71c0, 0x7080, 0xb041,
- 0x5000, 0x90c1, 0x9181, 0x5140, 0x9301, 0x53c0, 0x5280, 0x9241,
- 0x9601, 0x56c0, 0x5780, 0x9741, 0x5500, 0x95c1, 0x9481, 0x5440,
- 0x9c01, 0x5cc0, 0x5d80, 0x9d41, 0x5f00, 0x9fc1, 0x9e81, 0x5e40,
- 0x5a00, 0x9ac1, 0x9b81, 0x5b40, 0x9901, 0x59c0, 0x5880, 0x9841,
- 0x8801, 0x48c0, 0x4980, 0x8941, 0x4b00, 0x8bc1, 0x8a81, 0x4a40,
- 0x4e00, 0x8ec1, 0x8f81, 0x4f40, 0x8d01, 0x4dc0, 0x4c80, 0x8c41,
- 0x4400, 0x84c1, 0x8581, 0x4540, 0x8701, 0x47c0, 0x4680, 0x8641,
- 0x8201, 0x42c0, 0x4380, 0x8341, 0x4100, 0x81c1, 0x8081, 0x4040
- };
-
-
-
- void Compute_Colour (Colour, Colour_Map, value)
- COLOUR *Colour;
- COLOUR_MAP *Colour_Map;
- DBL value;
- {
- register int i;
- COLOUR_MAP_ENTRY *Ent;
- register DBL fraction;
-
- if (value > 1.0)
- value = 1.0;
-
- if (value < 0.0)
- value = 0.0;
-
- for (i = 0, Ent = &(Colour_Map->Colour_Map_Entries[0]) ; i < Colour_Map -> Number_Of_Entries ; i++, Ent++)
- if ((value >= Ent->start) && (value <= Ent->end))
- {
- fraction = (value - Ent->start) / (Ent->end - Ent->start);
- Colour -> Red = Ent->Start_Colour.Red + fraction * (Ent->End_Colour.Red - Ent->Start_Colour.Red);
- Colour -> Green = Ent->Start_Colour.Green + fraction * (Ent->End_Colour.Green - Ent->Start_Colour.Green);
- Colour -> Blue = Ent->Start_Colour.Blue + fraction * (Ent->End_Colour.Blue - Ent->Start_Colour.Blue);
- Colour -> Alpha = Ent->Start_Colour.Alpha + fraction * (Ent->End_Colour.Alpha - Ent->Start_Colour.Alpha);
- return;
- }
-
- Colour -> Red = 0.0;
- Colour -> Green = 0.0;
- Colour -> Blue = 0.0;
- Colour -> Alpha = 0.0;
- printf ("No colour for value: %g\n", value);
- return;
- }
-
- void Initialize_Noise ()
- {
- register int i = 0;
- VECTOR point;
-
- InitRTable();
-
- if ((sintab = (DBL *)malloc(SINTABSIZE * sizeof(DBL))) == NULL) {
- printf("Cannot allocate memory for sine table\n");
- exit(1);
- }
-
- for (i = 0 ; i < SINTABSIZE ; i++)
- sintab[i] = sin(i/(DBL)SINTABSIZE * (3.14159265359 * 2.0));
-
- for (i = 0 ; i < NUMBER_OF_WAVES ; i++)
- {
- DNoise (&point, (DBL) i, 0.0, 0.0);
- VNormalize (Wave_Sources[i], point);
- frequency[i] = (rand() & RNDMASK) / RNDDIVISOR + 0.01;
- }
- }
-
- void InitTextureTable()
- {
- int i, j, temp;
-
- srand(0);
-
- if ((hashTable = (short int *) malloc(4096*sizeof(short int))) == NULL) {
- printf("Cannot allocate memory for hash table\n");
- exit(1);
- }
- for (i = 0; i < 4096; i++)
- hashTable[i] = i;
- for (i = 4095; i >= 0; i--) {
- j = rand() % 4096;
- temp = hashTable[i];
- hashTable[i] = hashTable[j];
- hashTable[j] = temp;
- }
- }
-
-
- /* modified by AAC to work properly with little bitty integers (16 bits) */
-
- void InitRTable()
- {
- int i;
- VECTOR rp;
-
- InitTextureTable();
-
- if ((RTable = (DBL *)malloc(MAXSIZE * sizeof(DBL))) == NULL) {
- printf("Cannot allocate memory for RTable\n");
- exit(1);
- }
-
- for (i = 0; i < MAXSIZE; i++)
- {
- rp.x = rp.y = rp.z = (DBL)i;
- RTable[i] = (unsigned int) R(&rp) * REALSCALE - 1.0;
- }
- }
-
-
- int R(v)
- VECTOR *v;
- {
- v->x *= .12345;
- v->y *= .12345;
- v->z *= .12345;
-
- return (Crc16((char *) v, sizeof(VECTOR)));
- }
-
- /*
- * Note that passing a VECTOR array to Crc16 and interpreting it as
- * an array of chars means that machines with different floating-point
- * representation schemes will evaluate Noise(point) differently.
- */
-
- int Crc16(buf, count)
- register char *buf;
- register int count;
- {
- register unsigned short crc = 0;
-
- while (count--)
- crc = (crc >> 8) ^ crctab[ (unsigned char) (crc ^ *buf++) ];
-
- return ((int) crc);
- }
-
-
- /*
- Robert's Skinner's Perlin-style "Noise" function - modified by AAC
- to ensure uniformly distributed clamped values between 0 and 1.0...
- */
-
- void setup_lattice(x, y, z, ix, iy, iz, jx, jy, jz, sx, sy, sz, tx, ty, tz)
- DBL *x, *y, *z, *sx, *sy, *sz, *tx, *ty, *tz;
- long *ix, *iy, *iz, *jx, *jy, *jz;
- {
- /* ensures the values are positive. */
- *x -= MINX;
- *y -= MINY;
- *z -= MINZ;
-
- /* its equivalent integer lattice point. */
- *ix = (long)*x; *iy = (long)*y; *iz = (long)*z;
- *jx = *ix + 1; *jy = *iy + 1; *jz = *iz + 1;
-
- *sx = SCURVE(*x - *ix); *sy = SCURVE(*y - *iy); *sz = SCURVE(*z - *iz);
-
- /* the complement values of sx,sy,sz */
- *tx = 1.0 - *sx; *ty = 1.0 - *sy; *tz = 1.0 - *sz;
- return;
- }
-
-
- DBL Noise(x, y, z)
- DBL x, y, z;
- {
- long ix, iy, iz, jx, jy, jz;
- DBL sx, sy, sz, tx, ty, tz;
- DBL sum;
- short m;
-
-
- Calls_To_Noise++;
-
- setup_lattice(&x, &y, &z, &ix, &iy, &iz, &jx, &jy, &jz, &sx, &sy, &sz, &tx, &ty, &tz);
-
- /*
- * interpolate!
- */
- m = Hash3d( ix, iy, iz ) & 0xFF;
- sum = INCRSUM(m,(tx*ty*tz),(x-ix),(y-iy),(z-iz));
-
- m = Hash3d( jx, iy, iz ) & 0xFF;
- sum += INCRSUM(m,(sx*ty*tz),(x-jx),(y-iy),(z-iz));
-
- m = Hash3d( ix, jy, iz ) & 0xFF;
- sum += INCRSUM(m,(tx*sy*tz),(x-ix),(y-jy),(z-iz));
-
- m = Hash3d( jx, jy, iz ) & 0xFF;
- sum += INCRSUM(m,(sx*sy*tz),(x-jx),(y-jy),(z-iz));
-
- m = Hash3d( ix, iy, jz ) & 0xFF;
- sum += INCRSUM(m,(tx*ty*sz),(x-ix),(y-iy),(z-jz));
-
- m = Hash3d( jx, iy, jz ) & 0xFF;
- sum += INCRSUM(m,(sx*ty*sz),(x-jx),(y-iy),(z-jz));
-
- m = Hash3d( ix, jy, jz ) & 0xFF;
- sum += INCRSUM(m,(tx*sy*sz),(x-ix),(y-jy),(z-jz));
-
- m = Hash3d( jx, jy, jz ) & 0xFF;
- sum += INCRSUM(m,(sx*sy*sz),(x-jx),(y-jy),(z-jz));
-
- sum = sum + 0.5; /* range at this point -0.5 - 0.5... */
-
- if (sum < 0.0)
- sum = 0.0;
- if (sum > 1.0)
- sum = 1.0;
-
- return (sum);
- }
-
-
- /*
- Vector-valued version of "Noise"
- */
-
- void DNoise(result, x, y, z)
- VECTOR *result;
- DBL x, y, z;
- {
- long ix, iy, iz, jx, jy, jz;
- DBL px, py, pz, s;
- DBL sx, sy, sz, tx, ty, tz;
- short m;
-
- Calls_To_DNoise++;
-
- setup_lattice(&x, &y, &z, &ix, &iy, &iz, &jx, &jy, &jz, &sx, &sy, &sz, &tx, &ty, &tz);
-
- /*
- * interpolate!
- */
- m = Hash3d( ix, iy, iz ) & 0xFF;
- px = x-ix; py = y-iy; pz = z-iz;
- s = tx*ty*tz;
- result->x = INCRSUM(m,s,px,py,pz);
- result->y = INCRSUM(m+4,s,px,py,pz);
- result->z = INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( jx, iy, iz ) & 0xFF;
- px = x-jx;
- s = sx*ty*tz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( jx, jy, iz ) & 0xFF;
- py = y-jy;
- s = sx*sy*tz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( ix, jy, iz ) & 0xFF;
- px = x-ix;
- s = tx*sy*tz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( ix, jy, jz ) & 0xFF;
- pz = z-jz;
- s = tx*sy*sz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( jx, jy, jz ) & 0xFF;
- px = x-jx;
- s = sx*sy*sz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( jx, iy, jz ) & 0xFF;
- py = y-iy;
- s = sx*ty*sz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
-
- m = Hash3d( ix, iy, jz ) & 0xFF;
- px = x-ix;
- s = tx*ty*sz;
- result->x += INCRSUM(m,s,px,py,pz);
- result->y += INCRSUM(m+4,s,px,py,pz);
- result->z += INCRSUM(m+8,s,px,py,pz);
- }
-
- DBL Turbulence (x, y, z, octaves)
- DBL x, y, z;
- int octaves;
- {
- int i; /* added -dmf */
- register DBL t = 0.0;
- register DBL scale, value;
-
- for (i=0, scale = 1; i < octaves; i++, scale *= 0.5) {
- value = Noise (x/scale, y/scale, z/scale);
- t += FABS (value) * scale;
- }
- return (t);
- }
-
- void DTurbulence (result, x, y, z,octaves)
- VECTOR *result;
- DBL x, y, z;
- int octaves;
- {
- int i; /* added -dmf */
- register DBL scale;
- VECTOR value;
-
- result -> x = 0.0;
- result -> y = 0.0;
- result -> z = 0.0;
-
- value.x = value.y = value.z = 0.0;
-
- for (i=0, scale = 1; i < octaves ; i++, scale *= 0.5) {
- DNoise(&value, x/scale, y/scale, z/scale);
- result -> x += value.x * scale;
- result -> y += value.y * scale;
- result -> z += value.z * scale;
- }
- }
-
- DBL cycloidal (value)
- DBL value;
- {
- register int indx;
-
- if (value >= 0.0)
- {
- indx = (int)((value - floor (value)) * SINTABSIZE);
- return (sintab [indx]);
- }
- else
- {
- indx = (int)((0.0 - (value + floor (0.0 - value))) * SINTABSIZE);
- return (0.0 - sintab [indx]);
- }
- }
-
-
- DBL Triangle_Wave (value)
- DBL value;
- {
- register DBL offset,temp1;
-
- if (value >= 0.0) offset = value - floor(value);
- else {
- temp1 = -1.0 - floor(fabs(value));
- offset = value - temp1;
- }
- if (offset >= 0.5) return (2.0 * (1.0 - offset));
- else return (2.0 * offset);
- }
-
- void Translate_Texture (Texture_Ptr, Vector)
- TEXTURE **Texture_Ptr;
- VECTOR *Vector;
- {
- TEXTURE *Texture = *Texture_Ptr;
- TRANSFORMATION Transformation;
-
- while (Texture != NULL) {
- if (((Texture->Texture_Number != NO_TEXTURE)
- && (Texture->Texture_Number != COLOUR_TEXTURE))
- || (Texture->Bump_Number != NO_BUMPS)) {
-
- if (Texture->Constant_Flag) {
- Texture = Copy_Texture (Texture);
- *Texture_Ptr = Texture;
- Texture->Constant_Flag = FALSE;
- }
-
- if (!Texture -> Texture_Transformation)
- Texture -> Texture_Transformation = Get_Transformation ();
- Get_Translation_Transformation (&Transformation, Vector);
- Compose_Transformations (Texture -> Texture_Transformation,
- &Transformation);
- if (Texture->Texture_Number == CHECKER_TEXTURE_TEXTURE) {
- Translate_Texture ((TEXTURE **) &Texture->Colour1, Vector);
- Translate_Texture ((TEXTURE **) &Texture->Colour2, Vector);
- }
- }
- Texture_Ptr = &Texture->Next_Texture;
- Texture = Texture->Next_Texture;
- }
- }
-
- void Rotate_Texture (Texture_Ptr, Vector)
- TEXTURE **Texture_Ptr;
- VECTOR *Vector;
- {
- TEXTURE *Texture = *Texture_Ptr;
- TRANSFORMATION Transformation;
-
- while (Texture != NULL) {
- if (((Texture->Texture_Number != NO_TEXTURE)
- && (Texture->Texture_Number != COLOUR_TEXTURE))
- || (Texture->Bump_Number != NO_BUMPS)) {
-
- if (Texture->Constant_Flag) {
- Texture = Copy_Texture (Texture);
- *Texture_Ptr = Texture;
- Texture->Constant_Flag = FALSE;
- }
-
- if (!Texture -> Texture_Transformation)
- Texture -> Texture_Transformation = Get_Transformation ();
- Get_Rotation_Transformation (&Transformation, Vector);
- Compose_Transformations (Texture -> Texture_Transformation,
- &Transformation);
- if (Texture->Texture_Number == CHECKER_TEXTURE_TEXTURE) {
- Rotate_Texture ((TEXTURE **) &Texture->Colour1, Vector);
- Rotate_Texture ((TEXTURE **) &Texture->Colour2, Vector);
- }
- }
- Texture_Ptr = &Texture->Next_Texture;
- Texture = Texture->Next_Texture;
- }
- }
-
- void Scale_Texture (Texture_Ptr, Vector)
- TEXTURE **Texture_Ptr;
- VECTOR *Vector;
- {
- TEXTURE *Texture = *Texture_Ptr;
- TRANSFORMATION Transformation;
-
- while (Texture != NULL) {
- if (((Texture->Texture_Number != NO_TEXTURE)
- && (Texture->Texture_Number != COLOUR_TEXTURE))
- || (Texture->Bump_Number != NO_BUMPS)) {
-
- if (Texture->Constant_Flag) {
- Texture = Copy_Texture (Texture);
- *Texture_Ptr = Texture;
- Texture->Constant_Flag = FALSE;
- }
-
- if (!Texture -> Texture_Transformation)
- Texture -> Texture_Transformation = Get_Transformation ();
- Get_Scaling_Transformation (&Transformation, Vector);
- Compose_Transformations (Texture -> Texture_Transformation,
- &Transformation);
-
- if (Texture->Texture_Number == CHECKER_TEXTURE_TEXTURE) {
- Scale_Texture ((TEXTURE **) &Texture->Colour1, Vector);
- Scale_Texture ((TEXTURE **) &Texture->Colour2, Vector);
- }
- }
- Texture_Ptr = &Texture->Next_Texture;
- Texture = Texture->Next_Texture;
- }
- }
-