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- Path: abcfd20.larc.nasa.gov!amiga-request
- From: amiga-request@abcfd20.larc.nasa.gov (Amiga Sources/Binaries Moderator)
- Subject: v90i256: DKBTrace 2.01 - DKBtrace Ray-Tracer, Part08/10
- Reply-To: David Schanen <mtv@milton.u.washington.edu>
- Newsgroups: comp.sources.amiga
- Message-ID: <comp.sources.amiga:v90i256@abcfd20.larc.nasa.gov>
- References: <comp.sources.amiga:v90i249@abcfd20.larc.nasa.gov>
- Date: 03 Sep 90 23:22:32 GMT
- Approved: tadguy@uunet.UU.NET (Tad Guy)
- X-Mail-Submissions-To: amiga@uunet.uu.net
- X-Post-Discussions-To: comp.sys.amiga
-
- Submitted-by: David Schanen <mtv@milton.u.washington.edu>
- Posting-number: Volume 90, Issue 256
- Archive-name: applications/dkbtrace-2.01/part08
-
- #!/bin/sh
- # This is a shell archive. Remove anything before this line, then unpack
- # it by saving it into a file and typing "sh file". To overwrite existing
- # files, type "sh file -c". You can also feed this as standard input via
- # unshar, or by typing "sh <file", e.g.. If this archive is complete, you
- # will see the following message at the end:
- # "End of archive 8 (of 10)."
- # Contents: src/texture.c
- # Wrapped by tadguy@abcfd20 on Mon Sep 3 19:21:21 1990
- PATH=/bin:/usr/bin:/usr/ucb ; export PATH
- if test -f 'src/texture.c' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'src/texture.c'\"
- else
- echo shar: Extracting \"'src/texture.c'\" \(28884 characters\)
- sed "s/^X//" >'src/texture.c' <<'END_OF_FILE'
- X/*****************************************************************************
- X*
- X* texture.c
- X*
- X* from DKBTrace (c) 1990 David Buck
- X*
- X* This module implements solid texturing functions such as wood, marble, and
- X* bozo. The noise function used here is the one described by Ken Perlin in
- X* "Hypertexture", SIGGRAPH '89 Conference Proceedings page 253.
- X*
- X* This software is freely distributable. The source and/or object code may be
- X* copied or uploaded to communications services so long as this notice remains
- X* at the top of each file. If any changes are made to the program, you must
- X* clearly indicate in the documentation and in the programs startup message
- X* who it was who made the changes. The documentation should also describe what
- X* those changes were. This software may not be included in whole or in
- X* part into any commercial package without the express written consent of the
- X* author. It may, however, be included in other public domain or freely
- X* distributed software so long as the proper credit for the software is given.
- X*
- X* This software is provided as is without any guarantees or warranty. Although
- X* the author has attempted to find and correct any bugs in the software, he
- X* is not responsible for any damage caused by the use of the software. The
- X* author is under no obligation to provide service, corrections, or upgrades
- X* to this package.
- X*
- X* Despite all the legal stuff above, if you do find bugs, I would like to hear
- X* about them. Also, if you have any comments or questions, you may contact me
- X* at the following address:
- X*
- X* David Buck
- X* 22C Sonnet Cres.
- X* Nepean Ontario
- X* Canada, K2H 8W7
- X*
- X* I can also be reached on the following bulleton boards:
- X*
- X* ATX (613) 526-4141
- X* OMX (613) 731-3419
- X* Mystic (613) 731-0088 or (613) 731-6698
- X*
- X* Fidonet: 1:163/109.9
- X* Internet: David_Buck@Carleton.CA
- X*
- X* IBM Port by Aaron A. Collins. Aaron may be reached on the following BBS'es:
- X*
- X* Lattice BBS (708) 916-1200
- X* The Information Exchange BBS (708) 945-5575
- X* Stillwaters BBS (708) 403-2826
- X*
- X*
- X*
- X*
- X* The Noise and DNoise functions (and associated functions) were written by
- X* Robert Skinner (robert@sgi.com) and are used here with his permission.
- X* They are a lot better than the noise functions I had before!
- X*
- X*****************************************************************************/
- X
- X
- X#include "frame.h"
- X#include "vector.h"
- X#include "dkbproto.h"
- X
- Xextern long Calls_To_Noise, Calls_To_DNoise;
- X
- X#define MINX -10000 /* Ridiculously large scaling values */
- X#define MINY MINX
- X#define MINZ MINX
- X
- X#define MAXSIZE 267
- X#define RNDMASK 0x7FFF
- X#define RNDDIVISOR (float) RNDMASK
- X#define NUMBER_OF_WAVES 10
- X#define SINTABSIZE 1000
- X#define EPSILON (DBL) 0.00001
- X
- X#define FLOOR(x) ((x) >= 0.0 ? floor(x) : (0.0 - floor(0.0 - (x)) - 1.0))
- X#define FABS(x) ((x) < 0.0 ? (0.0 - x) : (x))
- X#define SCURVE(a) ((a)*(a)*(3.0-2.0*(a)))
- X#define REALSCALE ( 2.0 / 65535.0 )
- X#define Hash3d(a,b,c) hashTable[(int)(hashTable[(int)(hashTable[(int)((a) & 0xfffL)] ^ ((b) & 0xfffL))] ^ ((c) & 0xfffL))]
- X#define INCRSUM(m,s,x,y,z) ((s)*(RTable[m]*0.5 \
- X + RTable[m+1]*(x) \
- X + RTable[m+2]*(y) \
- X + RTable[m+3]*(z)))
- X
- XDBL sintab [SINTABSIZE];
- XDBL frequency[NUMBER_OF_WAVES];
- XVECTOR Wave_Sources[NUMBER_OF_WAVES];
- XDBL RTable[MAXSIZE];
- Xshort *hashTable;
- Xunsigned short crctab[256] =
- X{
- X 0x0000, 0xc0c1, 0xc181, 0x0140, 0xc301, 0x03c0, 0x0280, 0xc241,
- X 0xc601, 0x06c0, 0x0780, 0xc741, 0x0500, 0xc5c1, 0xc481, 0x0440,
- X 0xcc01, 0x0cc0, 0x0d80, 0xcd41, 0x0f00, 0xcfc1, 0xce81, 0x0e40,
- X 0x0a00, 0xcac1, 0xcb81, 0x0b40, 0xc901, 0x09c0, 0x0880, 0xc841,
- X 0xd801, 0x18c0, 0x1980, 0xd941, 0x1b00, 0xdbc1, 0xda81, 0x1a40,
- X 0x1e00, 0xdec1, 0xdf81, 0x1f40, 0xdd01, 0x1dc0, 0x1c80, 0xdc41,
- X 0x1400, 0xd4c1, 0xd581, 0x1540, 0xd701, 0x17c0, 0x1680, 0xd641,
- X 0xd201, 0x12c0, 0x1380, 0xd341, 0x1100, 0xd1c1, 0xd081, 0x1040,
- X 0xf001, 0x30c0, 0x3180, 0xf141, 0x3300, 0xf3c1, 0xf281, 0x3240,
- X 0x3600, 0xf6c1, 0xf781, 0x3740, 0xf501, 0x35c0, 0x3480, 0xf441,
- X 0x3c00, 0xfcc1, 0xfd81, 0x3d40, 0xff01, 0x3fc0, 0x3e80, 0xfe41,
- X 0xfa01, 0x3ac0, 0x3b80, 0xfb41, 0x3900, 0xf9c1, 0xf881, 0x3840,
- X 0x2800, 0xe8c1, 0xe981, 0x2940, 0xeb01, 0x2bc0, 0x2a80, 0xea41,
- X 0xee01, 0x2ec0, 0x2f80, 0xef41, 0x2d00, 0xedc1, 0xec81, 0x2c40,
- X 0xe401, 0x24c0, 0x2580, 0xe541, 0x2700, 0xe7c1, 0xe681, 0x2640,
- X 0x2200, 0xe2c1, 0xe381, 0x2340, 0xe101, 0x21c0, 0x2080, 0xe041,
- X 0xa001, 0x60c0, 0x6180, 0xa141, 0x6300, 0xa3c1, 0xa281, 0x6240,
- X 0x6600, 0xa6c1, 0xa781, 0x6740, 0xa501, 0x65c0, 0x6480, 0xa441,
- X 0x6c00, 0xacc1, 0xad81, 0x6d40, 0xaf01, 0x6fc0, 0x6e80, 0xae41,
- X 0xaa01, 0x6ac0, 0x6b80, 0xab41, 0x6900, 0xa9c1, 0xa881, 0x6840,
- X 0x7800, 0xb8c1, 0xb981, 0x7940, 0xbb01, 0x7bc0, 0x7a80, 0xba41,
- X 0xbe01, 0x7ec0, 0x7f80, 0xbf41, 0x7d00, 0xbdc1, 0xbc81, 0x7c40,
- X 0xb401, 0x74c0, 0x7580, 0xb541, 0x7700, 0xb7c1, 0xb681, 0x7640,
- X 0x7200, 0xb2c1, 0xb381, 0x7340, 0xb101, 0x71c0, 0x7080, 0xb041,
- X 0x5000, 0x90c1, 0x9181, 0x5140, 0x9301, 0x53c0, 0x5280, 0x9241,
- X 0x9601, 0x56c0, 0x5780, 0x9741, 0x5500, 0x95c1, 0x9481, 0x5440,
- X 0x9c01, 0x5cc0, 0x5d80, 0x9d41, 0x5f00, 0x9fc1, 0x9e81, 0x5e40,
- X 0x5a00, 0x9ac1, 0x9b81, 0x5b40, 0x9901, 0x59c0, 0x5880, 0x9841,
- X 0x8801, 0x48c0, 0x4980, 0x8941, 0x4b00, 0x8bc1, 0x8a81, 0x4a40,
- X 0x4e00, 0x8ec1, 0x8f81, 0x4f40, 0x8d01, 0x4dc0, 0x4c80, 0x8c41,
- X 0x4400, 0x84c1, 0x8581, 0x4540, 0x8701, 0x47c0, 0x4680, 0x8641,
- X 0x8201, 0x42c0, 0x4380, 0x8341, 0x4100, 0x81c1, 0x8081, 0x4040
- X};
- X
- X
- Xvoid Compute_Colour (Colour, Colour_Map, value)
- X COLOUR *Colour;
- X COLOUR_MAP *Colour_Map;
- X DBL value;
- X {
- X register int i;
- X COLOUR_MAP_ENTRY *Entry;
- X register DBL fraction;
- X
- X for (i = 0, Entry = &(Colour_Map->Colour_Map_Entries[0]) ; i < Colour_Map -> Number_Of_Entries ; i++, Entry++)
- X if ((value >= Entry->start) && (value <= Entry->end))
- X {
- X fraction = (value - Entry->start) / (Entry->end - Entry->start);
- X Colour -> Red = Entry->Start_Colour.Red + fraction * (Entry->End_Colour.Red - Entry->Start_Colour.Red);
- X Colour -> Green = Entry->Start_Colour.Green + fraction * (Entry->End_Colour.Green - Entry->Start_Colour.Green);
- X Colour -> Blue = Entry->Start_Colour.Blue + fraction * (Entry->End_Colour.Blue - Entry->Start_Colour.Blue);
- X Colour -> Alpha = Entry->Start_Colour.Alpha + fraction * (Entry->End_Colour.Alpha - Entry->Start_Colour.Alpha);
- X return;
- X }
- X
- X Colour -> Red = 0.0;
- X Colour -> Green = 0.0;
- X Colour -> Blue = 0.0;
- X Colour -> Alpha = 0.0;
- X printf ("No colour for value: %f\n", value);
- X return;
- X }
- X
- Xvoid Initialize_Noise ()
- X {
- X register int i = 0;
- X VECTOR point;
- X
- X InitRTable();
- X
- X for (i = 0 ; i < SINTABSIZE ; i++)
- X sintab[i] = sin(i/(DBL)SINTABSIZE * (3.14159265359 * 2.0));
- X
- X for (i = 0 ; i < NUMBER_OF_WAVES ; i++)
- X {
- X DNoise (&point, (DBL) i, 0.0, 0.0);
- X VNormalize (Wave_Sources[i], point);
- X frequency[i] = (rand() & RNDMASK) / RNDDIVISOR + 0.01;
- X }
- X }
- X
- Xvoid InitTextureTable()
- X {
- X int i, j, temp;
- X
- X srand(0);
- X
- X hashTable = (short int *) malloc(4096*sizeof(short int));
- X for (i = 0; i < 4096; i++)
- X hashTable[i] = i;
- X for (i = 4095; i >= 0; i--)
- X {
- X j = rand() % 4096;
- X temp = hashTable[i];
- X hashTable[i] = hashTable[j];
- X hashTable[j] = temp;
- X }
- X }
- X
- X
- X/* modified by AAC to work properly with little bitty integers (16 bits) */
- X
- Xvoid InitRTable()
- X {
- X int i;
- X VECTOR rp;
- X
- X InitTextureTable();
- X
- X for (i = 0; i < MAXSIZE; i++)
- X {
- X rp.x = rp.y = rp.z = (DBL)i;
- X RTable[i] = (unsigned int) R(&rp) * REALSCALE - 1.0;
- X }
- X }
- X
- X
- Xint R(v)
- X VECTOR *v;
- X {
- X v->x *= .12345;
- X v->y *= .12345;
- X v->z *= .12345;
- X
- X return (Crc16((char *) v, sizeof(VECTOR)));
- X }
- X
- X/*
- X * Note that passing a VECTOR array to Crc16 and interpreting it as
- X * an array of chars means that machines with different floating-point
- X * representation schemes will evaluate Noise(point) differently.
- X */
- X
- Xint Crc16(buf, count)
- X register char *buf;
- X register int count;
- X {
- X register unsigned short crc = 0;
- X
- X while (count--)
- X crc = (crc >> 8) ^ crctab[ (unsigned char) (crc ^ *buf++) ];
- X
- X return ((int) crc);
- X }
- X
- X
- X/*
- X Robert's Skinner's Perlin-style "Noise" function - modified by AAC
- X to ensure uniformly distributed clamped values between 0 and 1.0...
- X*/
- X
- XDBL Noise(x, y, z)
- X DBL x, y, z;
- X {
- X register long ix, iy, iz, jx, jy, jz;
- X DBL sx, sy, sz, tx, ty, tz;
- X DBL sum;
- X short m;
- X
- X
- X Calls_To_Noise++;
- X /* ensures the values are positive. */
- X x -= MINX;
- X y -= MINY;
- X z -= MINZ;
- X
- X /* its equivalent integer lattice point. */
- X ix = (long)x; iy = (long)y; iz = (long)z;
- X jx = ix + 1; jy = iy + 1; jz = iz + 1;
- X
- X sx = SCURVE(x - ix); sy = SCURVE(y - iy); sz = SCURVE(z - iz);
- X
- X /* the complement values of sx,sy,sz */
- X tx = 1.0 - sx; ty = 1.0 - sy; tz = 1.0 - sz;
- X
- X /*
- X * interpolate!
- X */
- X m = Hash3d( ix, iy, iz ) & 0xFF;
- X sum = INCRSUM(m,(tx*ty*tz),(x-ix),(y-iy),(z-iz));
- X
- X m = Hash3d( jx, iy, iz ) & 0xFF;
- X sum += INCRSUM(m,(sx*ty*tz),(x-jx),(y-iy),(z-iz));
- X
- X m = Hash3d( ix, jy, iz ) & 0xFF;
- X sum += INCRSUM(m,(tx*sy*tz),(x-ix),(y-jy),(z-iz));
- X
- X m = Hash3d( jx, jy, iz ) & 0xFF;
- X sum += INCRSUM(m,(sx*sy*tz),(x-jx),(y-jy),(z-iz));
- X
- X m = Hash3d( ix, iy, jz ) & 0xFF;
- X sum += INCRSUM(m,(tx*ty*sz),(x-ix),(y-iy),(z-jz));
- X
- X m = Hash3d( jx, iy, jz ) & 0xFF;
- X sum += INCRSUM(m,(sx*ty*sz),(x-jx),(y-iy),(z-jz));
- X
- X m = Hash3d( ix, jy, jz ) & 0xFF;
- X sum += INCRSUM(m,(tx*sy*sz),(x-ix),(y-jy),(z-jz));
- X
- X m = Hash3d( jx, jy, jz ) & 0xFF;
- X sum += INCRSUM(m,(sx*sy*sz),(x-jx),(y-jy),(z-jz));
- X
- X sum = sum + 0.5; /* range at this point -0.5 - 0.5... */
- X
- X if (sum < 0.0)
- X sum = 0.0;
- X if (sum > 1.0)
- X sum = 1.0;
- X
- X return (sum);
- X }
- X
- X
- X/*
- X Vector-valued version of "Noise"
- X*/
- X
- Xvoid DNoise(result, x, y, z)
- X VECTOR *result;
- X DBL x, y, z;
- X {
- X register long ix, iy, iz, jx, jy, jz;
- X DBL px, py, pz, s;
- X DBL sx, sy, sz, tx, ty, tz;
- X short m;
- X
- X Calls_To_DNoise++;
- X /* ensures the values are positive. */
- X x -= MINX;
- X y -= MINY;
- X z -= MINZ;
- X
- X /* its equivalent integer lattice point. */
- X ix = (long)x; iy = (long)y; iz = (long)z;
- X jx = ix+1; jy = iy + 1; jz = iz + 1;
- X
- X sx = SCURVE(x - ix); sy = SCURVE(y - iy); sz = SCURVE(z - iz);
- X
- X /* the complement values of sx,sy,sz */
- X tx = 1.0 - sx; ty = 1.0 - sy; tz = 1.0 - sz;
- X
- X /*
- X * interpolate!
- X */
- X m = Hash3d( ix, iy, iz ) & 0xFF;
- X px = x-ix; py = y-iy; pz = z-iz;
- X s = tx*ty*tz;
- X result->x = INCRSUM(m,s,px,py,pz);
- X result->y = INCRSUM(m+4,s,px,py,pz);
- X result->z = INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( jx, iy, iz ) & 0xFF;
- X px = x-jx;
- X s = sx*ty*tz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( jx, jy, iz ) & 0xFF;
- X py = y-jy;
- X s = sx*sy*tz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( ix, jy, iz ) & 0xFF;
- X px = x-ix;
- X s = tx*sy*tz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( ix, jy, jz ) & 0xFF;
- X pz = z-jz;
- X s = tx*sy*sz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( jx, jy, jz ) & 0xFF;
- X px = x-jx;
- X s = sx*sy*sz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( jx, iy, jz ) & 0xFF;
- X py = y-iy;
- X s = sx*ty*sz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X
- X m = Hash3d( ix, iy, jz ) & 0xFF;
- X px = x-ix;
- X s = tx*ty*sz;
- X result->x += INCRSUM(m,s,px,py,pz);
- X result->y += INCRSUM(m+4,s,px,py,pz);
- X result->z += INCRSUM(m+8,s,px,py,pz);
- X }
- X
- XDBL Turbulence (x, y, z)
- X DBL x, y, z;
- X {
- X register DBL pixelSize = 0.1;
- X register DBL t = 0.0;
- X register DBL scale, value;
- X
- X for (scale = 1.0 ; scale > pixelSize ; scale *= 0.5) {
- X value = Noise (x/scale, y/scale, z/scale);
- X t += FABS (value) * scale;
- X }
- X return (t);
- X }
- X
- Xvoid DTurbulence (result, x, y, z)
- X VECTOR *result;
- X DBL x, y, z;
- X {
- X register DBL pixelSize = 0.01;
- X register DBL scale;
- X VECTOR value;
- X
- X result -> x = 0.0;
- X result -> y = 0.0;
- X result -> z = 0.0;
- X
- X value.x = value.y = value.z = 0.0;
- X
- X for (scale = 1.0 ; scale > pixelSize ; scale *= 0.5) {
- X DNoise(&value, x/scale, y/scale, z/scale);
- X result -> x += value.x * scale;
- X result -> y += value.y * scale;
- X result -> z += value.z * scale;
- X }
- X }
- X
- XDBL cycloidal (value)
- X DBL value;
- X {
- X
- X if (value >= 0.0)
- X return (sintab [(int)((value - floor (value)) * SINTABSIZE)]);
- X else
- X return (0.0 - sintab [(int)((0.0 - (value + floor (0.0 - value)))
- X * SINTABSIZE)]);
- X }
- X
- X
- XDBL Triangle_Wave (value)
- X DBL value;
- X {
- X register DBL offset;
- X
- X if (value >= 0.0) offset = value - floor(value);
- X else offset = value - (-1.0 - floor(FABS(value)));
- X
- X if (offset >= 0.5) return (2.0 * (1.0 - offset));
- X else return (2.0 * offset);
- X }
- X
- X
- Xint Bozo (x, y, z, Object, Colour)
- XDBL x, y, z;
- XOBJECT *Object;
- XCOLOUR *Colour;
- X {
- X register DBL noise, turb;
- X COLOUR New_Colour;
- X VECTOR BozoTurbulence;
- X
- X
- X if ((turb = Object->Object_Texture->Turbulence) != 0.0)
- X {
- X DTurbulence (&BozoTurbulence, x, y, z);
- X x += BozoTurbulence.x * turb;
- X y += BozoTurbulence.y * turb;
- X z += BozoTurbulence.z * turb;
- X }
- X
- X noise = Noise (x, y, z);
- X
- X if (Object -> Object_Texture->Colour_Map != NULL) {
- X Compute_Colour (&New_Colour, Object->Object_Texture->Colour_Map, noise);
- X Colour -> Red += New_Colour.Red;
- X Colour -> Green += New_Colour.Green;
- X Colour -> Blue += New_Colour.Blue;
- X Colour -> Alpha += New_Colour.Alpha;
- X return (0);
- X }
- X
- X if (noise < 0.4) {
- X Colour -> Red += 1.0;
- X Colour -> Green += 1.0;
- X Colour -> Blue += 1.0;
- X return (0);
- X }
- X
- X if (noise < 0.6) {
- X Colour -> Green += 1.0;
- X return (0);
- X }
- X
- X if (noise < 0.8) {
- X Colour -> Blue += 1.0;
- X return (0);
- X }
- X
- X Colour -> Red += 1.0;
- X return (0);
- X }
- X
- Xint marble (x, y, z, Object, colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *colour;
- X {
- X register DBL noise, hue;
- X COLOUR New_Colour;
- X
- X noise = Triangle_Wave(x + Turbulence(x, y, z) * Object -> Object_Texture->Turbulence);
- X
- X if (Object -> Object_Texture->Colour_Map != NULL)
- X {
- X Compute_Colour (&New_Colour, Object->Object_Texture->Colour_Map, noise);
- X colour -> Red += New_Colour.Red;
- X colour -> Green += New_Colour.Green;
- X colour -> Blue += New_Colour.Blue;
- X colour -> Alpha += New_Colour.Alpha;
- X return (0);
- X }
- X
- X if (noise < 0.0)
- X {
- X colour -> Red += 0.9;
- X colour -> Green += 0.8;
- X colour -> Blue += 0.8;
- X }
- X else if (noise < 0.9)
- X {
- X colour -> Red += 0.9;
- X hue = 0.8 - noise * 0.8;
- X colour -> Green += hue;
- X colour -> Blue += hue;
- X }
- X return (0);
- X }
- X
- X
- Xvoid ripples (x, y, z, Object, Vector)
- X DBL x, y, z;
- X OBJECT *Object;
- X VECTOR *Vector;
- X {
- X register int i;
- X VECTOR point;
- X register DBL length, scalar, index;
- X
- X for (i = 0 ; i < NUMBER_OF_WAVES ; i++) {
- X point.x = x;
- X point.y = y;
- X point.z = z;
- X VSub (point, point, Wave_Sources[i]);
- X VDot (length, point, point);
- X if (length == 0.0)
- X length = 1.0;
- X
- X length = sqrt(length);
- X index = length*Object->Object_Texture->Frequency
- X + Object -> Object_Texture->Phase;
- X scalar = cycloidal (index) * Object -> Object_Texture->Bump_Amount;
- X VScale (point, point, scalar/length/(DBL)NUMBER_OF_WAVES);
- X VAdd (*Vector, *Vector, point);
- X }
- X VNormalize (*Vector, *Vector);
- X }
- X
- Xvoid waves (x, y, z, Object, Vector)
- X DBL x, y, z;
- X OBJECT *Object;
- X VECTOR *Vector;
- X {
- X register int i;
- X VECTOR point;
- X register DBL length, scalar, index, sinValue ;
- X
- X for (i = 0 ; i < NUMBER_OF_WAVES ; i++) {
- X point.x = x;
- X point.y = y;
- X point.z = z;
- X VSub (point, point, Wave_Sources[i]);
- X VDot (length, point, point);
- X if (length == 0.0)
- X length = 1.0;
- X
- X length = sqrt(length);
- X index = (length * Object -> Object_Texture->Frequency * frequency[i])
- X + Object -> Object_Texture->Phase;
- X sinValue = cycloidal (index);
- X
- X scalar = sinValue * Object -> Object_Texture->Bump_Amount /
- X frequency[i];
- X VScale (point, point, scalar/length/(DBL)NUMBER_OF_WAVES);
- X VAdd (*Vector, *Vector, point);
- X }
- X VNormalize (*Vector, *Vector);
- X }
- X
- Xint wood (x, y, z, Object, colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *colour;
- X {
- X register DBL noise, length;
- X VECTOR WoodTurbulence;
- X VECTOR point;
- X COLOUR New_Colour;
- X
- X DTurbulence (&WoodTurbulence, x, y, z);
- X
- X point.x = cycloidal((x + WoodTurbulence.x)
- X * Object -> Object_Texture->Turbulence);
- X point.y = cycloidal((y + WoodTurbulence.y)
- X * Object -> Object_Texture->Turbulence);
- X point.z = 0.0;
- X
- X point.x += x;
- X point.y += y;
- X point.z += z;
- X
- X VLength (length, point);
- X
- X noise = Triangle_Wave(length);
- X
- X if (Object -> Object_Texture->Colour_Map != NULL) {
- X Compute_Colour (&New_Colour, Object->Object_Texture->Colour_Map, noise);
- X colour -> Red += New_Colour.Red;
- X colour -> Green += New_Colour.Green;
- X colour -> Blue += New_Colour.Blue;
- X colour -> Alpha += New_Colour.Alpha;
- X return (0);
- X }
- X
- X if (noise > 0.6) {
- X colour -> Red += 0.4;
- X colour -> Green += 0.133;
- X colour -> Blue += 0.066;
- X }
- X else {
- X colour -> Red += 0.666;
- X colour -> Green += 0.312;
- X colour -> Blue += 0.2;
- X }
- X return (0);
- X }
- X
- X
- Xvoid checker (x, y, z, Object, colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *colour;
- X {
- X int brkindx;
- X
- X brkindx = (int) FLOOR(x) + (int) FLOOR(z);
- X
- X if (brkindx & 1)
- X *colour = Object -> Object_Texture->Colour1;
- X else
- X *colour = Object -> Object_Texture->Colour2;
- X return;
- X }
- X
- X/*
- X Ideas garnered from SIGGRAPH '85 Volume 19 Number 3, "An Image Synthesizer"
- X By Ken Perlin.
- X*/
- X
- X
- X/*
- X With a little reflectivity and brilliance, can look like organ pipe
- X metal. With tiny scaling values can look like masonry or concrete.
- X Works with color maps, supposedly. (?)
- X*/
- X
- Xvoid spotted (x, y, z, Object, Colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *Colour;
- X {
- X register DBL noise;
- X COLOUR New_Colour;
- X
- X noise = Noise (x, y, z);
- X
- X if (Object -> Object_Texture->Colour_Map != NULL)
- X {
- X Compute_Colour (&New_Colour, Object->Object_Texture->Colour_Map, noise);
- X Colour -> Red += New_Colour.Red;
- X Colour -> Green += New_Colour.Green;
- X Colour -> Blue += New_Colour.Blue;
- X Colour -> Alpha += New_Colour.Alpha;
- X return;
- X }
- X
- X Colour -> Red += noise; /* "white (1.0) * noise" */
- X Colour -> Green += noise;
- X Colour -> Blue += noise;
- X
- X return;
- X }
- X
- Xvoid bumps (x, y, z, Object, normal)
- X DBL x, y, z;
- X OBJECT *Object;
- X VECTOR *normal;
- X {
- X VECTOR bump_turb;
- X
- X if (Object -> Object_Texture->Bump_Amount == 0.0)
- X return; /* why are we here?? */
- X
- X DNoise (&bump_turb, x, y, z); /* Get Normal Displacement Val. */
- X VScale(bump_turb, bump_turb, Object->Object_Texture->Bump_Amount);
- X VAdd (*normal, *normal, bump_turb); /* displace "normal" */
- X VNormalize (*normal, *normal); /* normalize normal! */
- X return;
- X }
- X
- X/*
- X dents is similar to bumps, but uses noise() to control the amount of
- X dnoise() perturbation of the object normal...
- X*/
- X
- Xvoid dents (x, y, z, Object, normal)
- X DBL x, y, z;
- X OBJECT *Object;
- X VECTOR *normal;
- X {
- X VECTOR stucco_turb;
- X DBL noise;
- X
- X if (Object -> Object_Texture->Bump_Amount == 0.0)
- X return; /* why are we here?? */
- X
- X noise = Noise (x, y, z);
- X
- X noise = noise * noise * noise * Object->Object_Texture->Bump_Amount;
- X
- X DNoise (&stucco_turb, x, y, z); /* Get Normal Displacement Val. */
- X
- X VScale (stucco_turb, stucco_turb, noise);
- X VAdd (*normal, *normal, stucco_turb); /* displace "normal" */
- X VNormalize (*normal, *normal); /* normalize normal! */
- X return;
- X }
- X
- X
- Xvoid agate (x, y, z, Object, colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *colour;
- X {
- X register DBL noise, hue;
- X COLOUR New_Colour;
- X
- X noise = cycloidal(1.3 * Turbulence(x, y, z) + 1.1 * z) + 1;
- X noise *= 0.5;
- X noise = pow(noise, 0.77);
- X
- X if (Object -> Object_Texture->Colour_Map != NULL)
- X {
- X Compute_Colour (&New_Colour, Object->Object_Texture->Colour_Map, noise);
- X colour -> Red += New_Colour.Red;
- X colour -> Green += New_Colour.Green;
- X colour -> Blue += New_Colour.Blue;
- X colour -> Alpha += New_Colour.Alpha;
- X return;
- X }
- X
- X hue = 1.0 - noise;
- X
- X if (noise < 0.5)
- X {
- X colour -> Red += (1.0 - (noise / 10));
- X colour -> Green += (1.0 - (noise / 5));
- X colour -> Blue += hue;
- X }
- X else if (noise < 0.6)
- X {
- X colour -> Red += 0.9;
- X colour -> Green += 0.7;
- X colour -> Blue += hue;
- X }
- X else
- X {
- X colour -> Red += (0.6 + hue);
- X colour -> Green += (0.3 + hue);
- X colour -> Blue += hue;
- X }
- X return;
- X }
- X
- X
- X/*
- X Ideas garnered from the April 89 Byte Graphics Supplement on RenderMan,
- X refined from "The RenderMan Companion, by Steve Upstill of Pixar, (C) 1990
- X Addison-Wesley.
- X*/
- X
- X
- X/*
- X wrinkles - This is my implementation of the dented() routine, using
- X a surface iterative fractal derived from DTurbulence. This is a 3-D vers.
- X (thanks to DNoise()...) of the usual version using the singular Noise()...
- X Seems to look a lot like wrinkles, however... (hmmm)
- X*/
- X
- Xvoid wrinkles (x, y, z, Object, normal)
- X DBL x, y, z;
- X OBJECT *Object;
- X VECTOR *normal;
- X {
- X register int i;
- X register DBL scale = 1.0;
- X VECTOR result, value;
- X
- X if (Object -> Object_Texture->Bump_Amount == 0.0)
- X return; /* why are we here?? */
- X
- X result.x = 0.0;
- X result.y = 0.0;
- X result.z = 0.0;
- X
- X for (i = 0; i < 10 ; scale *= 2.0, i++)
- X {
- X DNoise(&value, x * scale, y * scale, z * scale); /* * scale,*/
- X result.x += FABS (value.x / scale);
- X result.y += FABS (value.y / scale);
- X result.z += FABS (value.z / scale);
- X }
- X
- X VScale(result, result, Object->Object_Texture->Bump_Amount);
- X VAdd (*normal, *normal, result); /* displace "normal" */
- X VNormalize (*normal, *normal); /* normalize normal! */
- X return;
- X }
- X
- X
- X/*
- X Granite - kind of a union of the "spotted" and the "dented" textures,
- X using a 1/f fractal noise function for color values. Typically used
- X w/ small scaling values. Should work with colour maps for pink granite...
- X*/
- X
- X
- Xvoid granite (x, y, z, Object, Colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *Colour;
- X {
- X register int i;
- X register DBL temp, noise = 0.0, freq = 1.0;
- X COLOUR New_Colour;
- X
- X for (i = 0; i < 6 ; freq *= 2.0, i++)
- X {
- X temp = 0.5 - Noise (x * 4 * freq, y * 4 * freq, z * 4 * freq);
- X temp = FABS(temp);
- X noise += temp / freq;
- X }
- X
- X if (Object -> Object_Texture->Colour_Map != NULL)
- X {
- X Compute_Colour (&New_Colour, Object->Object_Texture->Colour_Map, noise);
- X Colour -> Red += New_Colour.Red;
- X Colour -> Green += New_Colour.Green;
- X Colour -> Blue += New_Colour.Blue;
- X Colour -> Alpha += New_Colour.Alpha;
- X return;
- X }
- X
- X Colour -> Red += noise; /* "white (1.0) * noise" */
- X Colour -> Green += noise;
- X Colour -> Blue += noise;
- X
- X return;
- X }
- X
- X/*
- X Further Ideas Garnered from "The RenderMan Companion" (Addison Wesley)
- X*/
- X
- X
- X/*
- X Color Gradient Texture - gradient based on the fractional values of x, y or
- X z, based on whether or not the given directional vector is a 1.0 or a 0.0.
- X Note - ONLY works with colour maps, preferably one that is circular - i.e.
- X the last defined colour (value 1.001) is the same as the first colour (with
- X a value of 0.0) in the map. The basic concept of this is from DBW Render,
- X but Dave Wecker's only supports simple Y axis gradients.
- X*/
- X
- Xvoid gradient (x, y, z, Object, Colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *Colour;
- X {
- X COLOUR New_Colour;
- X DBL value = 0.0, turb;
- X VECTOR GradTurbulence;
- X
- X if ((turb = Object->Object_Texture->Turbulence) != 0.0)
- X {
- X DTurbulence (&GradTurbulence, x, y, z);
- X x += GradTurbulence.x * turb;
- X y += GradTurbulence.y * turb;
- X z += GradTurbulence.z * turb;
- X }
- X
- X if (Object -> Object_Texture->Colour_Map == NULL)
- X return;
- X if (Object -> Object_Texture->Texture_Gradient.x != 0.0)
- X {
- X x = FABS(x);
- X value += x - FLOOR(x); /* obtain fractional X component */
- X }
- X if (Object -> Object_Texture->Texture_Gradient.y != 0.0)
- X {
- X y = FABS(y);
- X value += y - FLOOR(y); /* obtain fractional Y component */
- X }
- X if (Object -> Object_Texture->Texture_Gradient.z != 0.0)
- X {
- X z = FABS(z);
- X value += z - FLOOR(z); /* obtain fractional Z component */
- X }
- X value = ((value > 1.0) ? fmod(value, 1.0) : value); /* clamp to 1.0 */
- X Compute_Colour(&New_Colour, Object->Object_Texture->Colour_Map, value);
- X Colour -> Red += New_Colour.Red;
- X Colour -> Green += New_Colour.Green;
- X Colour -> Blue += New_Colour.Blue;
- X Colour -> Alpha += New_Colour.Alpha;
- X return;
- X }
- X
- X/*
- X 2-D to 3-D Procedural Texture Mapping of a Bitmapped Image onto an Object:
- X
- X Simplistic method of object image projection devised by DKB and AAC.
- X
- X 1. Transform texture in 3-D space if requested.
- X 2. Determine local object 2-d coords from 3-d coords by <X Y Z> triple.
- X 3. Return pixel color value at that position on the 2-d plane of "Image".
- X 3. Map colour value in Image [0..255] to a more normal colour range [0..1].
- X*/
- X
- Xvoid texture_map (x, y, z, Object, colour)
- X DBL x, y, z;
- X OBJECT *Object;
- X COLOUR *colour;
- X {
- X /* determine local object 2-d coords from 3-d coords */
- X /* "unwrap" object 2-d coord onto flat 2-d plane */
- X /* return pixel color value at that posn on 2-d plane */
- X
- X int xcoor, ycoor, index;
- X TEXTURE *local_texture;
- X DBL width, height, turb;
- X VECTOR TextureTurbulence;
- X
- X local_texture = Object->Object_Texture;
- X
- X if ((turb = local_texture->Turbulence) != 0.0)
- X {
- X DTurbulence (&TextureTurbulence, x, y, z);
- X x += TextureTurbulence.x * turb;
- X y += TextureTurbulence.y * turb;
- X z += TextureTurbulence.z * turb;
- X }
- X
- X width = local_texture->Image->width;
- X height = local_texture->Image->height;
- X
- X if (local_texture -> Texture_Gradient.x != 0.0) {
- X if ((local_texture->Once_Flag) &&
- X ((x < 0.0) || (x > 1.0))) {
- X *colour = Object -> Object_Colour;
- X return;
- X }
- X
- X if (local_texture -> Texture_Gradient.x > 0)
- X xcoor = (int) fmod (x * width, width);
- X else ycoor = (int) fmod (x * height, height);
- X }
- X
- X if (local_texture -> Texture_Gradient.y != 0.0) {
- X if ((local_texture->Once_Flag) &&
- X ((y < 0.0) || (y > 1.0))) {
- X *colour = Object -> Object_Colour;
- X return;
- X }
- X
- X if (local_texture -> Texture_Gradient.y > 0)
- X xcoor = (int) fmod (y * width, width);
- X else ycoor = (int) fmod (y * height, height);
- X }
- X
- X if (local_texture -> Texture_Gradient.z != 0.0) {
- X if ((local_texture->Once_Flag) &&
- X ((z < 0.0) || (z > 1.0))) {
- X *colour = Object -> Object_Colour;
- X return;
- X }
- X
- X if (local_texture -> Texture_Gradient.z > 0)
- X xcoor = (int) fmod (z * width, width);
- X else ycoor = (int) fmod (z * height, height);
- X }
- X
- X if (xcoor < 0)
- X xcoor += local_texture->Image->iwidth;
- X if (ycoor < 0)
- X ycoor += local_texture->Image->iheight;
- X
- X if ((xcoor >= local_texture->Image->iwidth) ||
- X (ycoor >= local_texture->Image->iheight) ||
- X (xcoor < 0) || (ycoor < 0))
- X printf ("Out of range\n");
- X
- X index = (unsigned)ycoor* (unsigned)local_texture->Image->iwidth +
- X (unsigned)xcoor;
- X
- X Make_Colour (colour, (DBL) local_texture->Image->red[index]/255.0,
- X (DBL) local_texture->Image->green[index]/255.0,
- X (DBL) local_texture->Image->blue[index]/255.0);
- X }
- X
- END_OF_FILE
- if test 28884 -ne `wc -c <'src/texture.c'`; then
- echo shar: \"'src/texture.c'\" unpacked with wrong size!
- fi
- # end of 'src/texture.c'
- fi
- echo shar: End of archive 8 \(of 10\).
- cp /dev/null ark8isdone
- MISSING=""
- for I in 1 2 3 4 5 6 7 8 9 10 ; do
- if test ! -f ark${I}isdone ; then
- MISSING="${MISSING} ${I}"
- fi
- done
- if test "${MISSING}" = "" ; then
- echo You have unpacked all 10 archives.
- rm -f ark[1-9]isdone ark[1-9][0-9]isdone
- else
- echo You still need to unpack the following archives:
- echo " " ${MISSING}
- fi
- ## End of shell archive.
- exit 0
- --
- Mail submissions (sources or binaries) to <amiga@uunet.uu.net>.
- Mail comments to the moderator at <amiga-request@uunet.uu.net>.
- Post requests for sources, and general discussion to comp.sys.amiga.
-