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Resource Library: Graphics
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raytrace
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rayshade
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src
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textaux.c
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C/C++ Source or Header
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1991-07-18
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6KB
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294 lines
/*
* textaux.c
*
* Copyright (C) 1989, 1991, Craig E. Kolb, Rod G. Bogart, Robert F. Skinner
* All rights reserved.
*
* This software may be freely copied, modified, and redistributed
* provided that this copyright notice is preserved on all copies.
*
* You may not distribute this software, in whole or in part, as part of
* any commercial product without the express consent of the authors.
*
* There is no warranty or other guarantee of fitness of this software
* for any purpose. It is provided solely "as is".
*
* $Id: textaux.c,v 4.0 91/07/17 14:44:05 kolb Exp Locker: kolb $
*
* $Log: textaux.c,v $
* Revision 4.0 91/07/17 14:44:05 kolb
* Initial version.
*
*/
#include "texture.h"
Color *
ColormapRead(filename)
char *filename;
{
FILE *fp;
Color *map;
char buf[BUFSIZ];
int r, g, b, i, num;
fp = fopen(filename, "r");
if (fp == (FILE *)NULL) {
RLerror(RL_ABORT, "Cannot open colormap file \"%s\".\n",
filename);
return (Color *)NULL;
}
map = (Color *)Calloc(256, sizeof(Color));
for (i = 0; fgets(buf,BUFSIZ,fp) != NULL && i < 256; i++) {
num = sscanf(buf,"%d %d %d", &r, &g, &b);
if (num != 3) {
RLerror(RL_ABORT,
"%s, line %d: Bad color specification.\n",
filename, i+1);
return (Color *)NULL;
}
map[i].r = (Float)r;
map[i].g = (Float)g;
map[i].b = (Float)b;
ColorScale(1. / 255., map[i], &map[i]);
}
(void)fclose(fp);
return map;
}
Float
Marble(vec)
Vector *vec;
{
Float i;
i = sin(8. * Chaos(vec, 6) + 7. * vec->z) + 1;
return pow(0.5 * i, 0.77);
}
Float
PAChaos(vec, octaves)
Vector *vec;
int octaves;
{
Float s, t, tmp;
Vector tp;
s = 1.0;
t = 0.;
tp = *vec;
while (octaves--) {
tmp = Noise3(&tp) * s;
t += fabs(tmp);
s *= 0.5;
tp.x *= 2.;
tp.y *= 2.;
tp.z *= 2.;
}
return t;
}
Float
Chaos(vec, octaves)
Vector *vec;
int octaves;
{
Float s, t;
Vector tp;
s = 1.0;
t = 0.;
tp = *vec;
while (octaves--) {
t += Noise3(&tp) * s;
s *= 0.5;
tp.x *= 2.;
tp.y *= 2.;
tp.z *= 2.;
}
return t;
}
void
VfBm(vec, omega, lambda, octaves, ans)
Vector *vec, *ans;
Float omega, lambda;
int octaves;
{
Float o;
Vector tp, n;
ans->x = ans->y = ans->z = 0.;
tp = *vec;
o = 1.;
while (octaves--) {
DNoise3(&tp, &n);
ans->x += o * n.x;
ans->y += o * n.y;
ans->z += o * n.z;
o *= omega;
if (o < EPSILON)
break;
tp.x *= lambda;
tp.y *= lambda;
tp.z *= lambda;
}
}
Float
fBm(vec, omega, lambda, octaves)
register Vector *vec;
Float omega, lambda;
int octaves;
{
Float a, o;
Vector tp;
a = 0; o = 1.;
tp = *vec;
while (octaves--) {
a += o * Noise3(&tp);
tp.x *= lambda;
tp.y *= lambda;
tp.z *= lambda;
o *= omega;
}
return a;
}
int
TileValue(tileu, tilev, u, v)
Float tileu, tilev, u, v;
{
/*
* If both tileu and tilev are zero, the pattern is repeated infinitly.
* XXXXXX
* XXXXXX tileu=0 tilev=0
* XXXXXX
* XXXXXX
* If one is positive and the other is zero, the pattern is infinite
* in one direction and limited in the other.
* ++++++
* XXXXXX tileu=0 tilev=1
* ++++++
* ++++++
* If both are positive, the pattern is limited in both directions.
* ++++++
* +++XX+ tileu=2 tilev=1
* ++++++
* ++++++
* If one is negative and the other is zero, the pattern is the
* inverse of the positive/zero case.
* XXXXXX
* ++++++ tileu=0 tilev=-1
* XXXXXX
* XXXXXX
* If one is negative and the other is positive, the pattern is like
* negative/zero, but limited in one direction.
* +++XX+
* ++++++ tileu=2 tilev=-1
* +++XX+
* +++XX+
* If both are negative, the pattern is the inverse of the
* positive/positive case (a rectangular hole).
* XXXXXX
* XXX++X tileu=-2 tilev=-1
* XXXXXX
* XXXXXX
*/
if ((tileu < 0.001) && (tileu > -0.001) &&
(tilev < 0.001) && (tilev > -0.001))
/* zero/zero */
return FALSE;
if ((tileu < -0.001) && (tilev < -0.001) &&
((u > -tileu) || (u < 0) || (v > -tilev) || (v < 0)))
/* negative/negative */
return FALSE;
if ((tileu > 0.001) && ((u > tileu) || (u < 0)))
/* positive/whatever */
return TRUE;
if ((tilev > 0.001) && ((v > tilev) || (v < 0)))
/* whatever/positive */
return TRUE;
if ((tileu < -0.001) && (u < -tileu) && (u > 0))
/* negative/whatever */
return TRUE;
if ((tilev < -0.001) && (v < -tilev) && (v > 0))
/* whatever/negative */
return TRUE;
return FALSE;
}
void
Wrinkled(pos, lambda, omega, octaves, res)
Vector *pos, *res;
Float lambda, omega;
int octaves;
{
Float s;
Vector point, tmp;
res->x = res->y = res->z = 0.;
s = 1.;
point = *pos;
while (octaves--) {
DNoise3(&point, &tmp);
point.x *= lambda;
point.y *= lambda;
point.z *= lambda;
res->x += tmp.x * s;
res->y += tmp.y * s;
res->z += tmp.z * s;
s *= omega;
}
}
void
Windy(pos,windscale,chaoscale,bumpscale,octaves,tscale,hscale,offset,res)
Vector *pos, *res;
Float windscale, chaoscale, bumpscale, tscale, hscale, offset;
int octaves;
{
Vector spoint, tmp;
Float windfield, f, scalar;
spoint = *pos;
spoint.x *= windscale;
spoint.y *= windscale;
spoint.z *= windscale;
if (chaoscale)
windfield = chaoscale * Chaos(&spoint, 7);
else
windfield = 1.;
DNoise3(pos, &tmp);
res->x = bumpscale * tmp.x;
res->y = bumpscale * tmp.y;
res->z = bumpscale * tmp.z;
f = 1.;
scalar = windfield;
while (octaves--) {
f *= tscale;
spoint.x = f*pos->x;
spoint.y = f*pos->y;
spoint.z = f*pos->z;
DNoise3(&spoint, &tmp);
res->x += scalar*tmp.x;
res->y += scalar*tmp.y;
res->z += scalar*tmp.z;
scalar *= hscale;
}
res->x *= windfield + offset;
res->y *= windfield + offset;
res->z *= windfield + offset;
}