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Amiga Plus Special 5
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pov-ray_v2.2
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txttest.c
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C/C++ Source or Header
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1995-04-29
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144 lines
/****************************************************************************
* txttest.c
*
* This module implements "fill-in-the-blank" pre-programmed texture
* functions for easy modification and testing. Create new textures here.
*
* from Persistence of Vision Raytracer
* Copyright 1993 Persistence of Vision Team
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray Team. There are strict rules under
* which you are permitted to use this file. The rules are in the file
* named POVLEGAL.DOC which should be distributed with this file. If
* POVLEGAL.DOC is not available or for more info please contact the POV-Ray
* Team Coordinator by leaving a message in CompuServe's Graphics Developer's
* Forum. The latest version of POV-Ray may be found there as well.
*
* 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"
/* Test new textures in the routines that follow */
/* The painted routines take an x,y,z point on an object and a pointer to the*/
/* object's texture description and return the color at that point */
/* Similar routines are granite, agate, marble. See txtcolor.c for examples. */
void painted1 (x, y, z, Pigment, colour)
DBL x, y, z;
PIGMENT *Pigment;
COLOUR *colour;
{
/* YOUR NAME HERE */
VECTOR Colour_Vector;
if (Options & DEBUGGING)
printf ("painted1 %g %g %g\n", x, y, z);
DNoise(&Colour_Vector,x,y,z);
colour ->Red += Colour_Vector.x;
colour ->Green += Colour_Vector.y;
colour ->Blue += Colour_Vector.z;
return;
}
void painted2 (x, y, z, Pigment, colour)
DBL x, y, z;
PIGMENT *Pigment;
COLOUR *colour;
{
int brkindx;
COLOUR Colour1, Colour2;
/* You could change the parser to take two colors after PAINTED2, */
/* but since the colormap is already parsed it's easier to use it during */
/* testing. If the texture works out right you can change the parser later. */
if (Pigment -> Colour_Map != NULL)
{
Compute_Colour (&Colour1, Pigment, 0.1);
Compute_Colour (&Colour2, Pigment, 0.9);
}
else
{
Make_Colour (&Colour1, 1.0, 1.0, 1.0);
Colour1.Filter = 0.0;
Make_Colour (&Colour2, 0.0, 1.0, 0.0);
Colour2.Filter = 0.0;
}
brkindx = (int) FLOOR(x) + (int) FLOOR(z);
if (Options & DEBUGGING)
printf ("checker %g %g %g\n", x, y, z);
if (brkindx & 1)
{
colour->Red = Colour1.Red;
colour->Green = Colour1.Green;
colour->Blue = Colour1.Blue;
colour->Filter = Colour1.Filter;
}
else{
colour->Red = Colour2.Red;
colour->Green = Colour2.Green;
colour->Blue = Colour2.Blue;
colour->Filter = Colour2.Filter;
}
return;
}
void painted3 (x, y, z, Pigment, colour)
DBL x, y, z;
PIGMENT *Pigment;
COLOUR *colour;
{
/* YOUR NAME HERE */
;
}
/* The bumpy routines take a point on an object, a pointer to the */
/* object's texture description and the surface normal at that point and */
/* return a peturb surface normal to create the illusion that the surface */
/* has been displaced. */
/* Similar routines are ripples, dents, bumps. See txtbump.c for examples. */
void bumpy1 (x, y, z, Tnormal, normal)
DBL x, y, z;
TNORMAL *Tnormal;
VECTOR *normal;
{
/* YOUR NAME HERE */
}
void bumpy2 (x, y, z, Tnormal, normal)
DBL x, y, z;
TNORMAL *Tnormal;
VECTOR *normal;
{
/* YOUR NAME HERE */
;
}
void bumpy3 (x, y, z, Tnormal, normal)
DBL x, y, z;
TNORMAL *Tnormal;
VECTOR *normal;
{
;
}