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Language/OS - Multiplatform Resource Library
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LANGUAGE OS.iso
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gnu
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amiga
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sipp.lha
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sipp
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demo
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teapot.c
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C/C++ Source or Header
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1993-03-13
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5KB
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218 lines
#include <stdio.h>
#include <sipp.h>
#include <primitives.h>
#include <geometric.h>
#include <noise.h>
#include <shaders.h>
#define RESOLUTION 9
Surf_desc teapot_surf = {
0.4,
0.5,
0.1,
{0.9, 0.6, 0.6},
{0.45, 0.45, 0.45},
};
typedef struct {
double sqsize;
Surf_desc col1;
Surf_desc col2;
} Floor_desc;
Floor_desc floor_surf = {
1.0,
{ 0.4, 0.0, 0.1, {0.9900, 0.9000, 0.7900}, {1.0, 1.0, 1.0} },
{ 0.4, 0.0, 0.1, {0.8300, 0.2400, 0.1000}, {1.0, 1.0, 1.0} }
};
extern bool noise_ready;
void
hole_shader(pos, normal, texture, view_vec, lights, sd, color, transp)
Vector *pos;
Vector *normal;
Vector *texture;
Vector *view_vec;
Lightsource *lights;
Surf_desc *sd;
Color *color;
Color *transp;
{
Vector tmp;
if (!noise_ready) {
noise_init();
}
VecCopy(tmp, *texture);
VecScalMul(tmp, 35.0, tmp);
if (noise(&tmp) < -0.1) {
sd->opacity.red = 0.0;
sd->opacity.grn = 0.0;
sd->opacity.blu = 0.0;
} else {
sd->opacity.red = 1.0;
sd->opacity.grn = 1.0;
sd->opacity.blu = 1.0;
}
basic_shader(pos, normal, texture, view_vec, lights, sd, color, transp);
}
/*
* A shader to produce a checkered floor.
*/
static void
floor_shader(pos, normal, texture, view_vec, lights, fd, color, transp)
Vector *pos;
Vector *normal;
Vector *texture;
Vector *view_vec;
Lightsource *lights;
Floor_desc *fd;
Color *color;
Color *transp;
{
Surf_desc * col;
int intu;
int intv;
intu = floor(texture->x / fd->sqsize);
if (intu < 0)
intu = -intu;
intv = floor(texture->y / fd->sqsize);
if (intv < 0)
intv = -intv;
if ((intu ^ intv) & 1)
col = &fd->col1;
else
col = &fd->col2;
basic_shader(pos, normal, texture, view_vec, lights, col, color, transp);
}
extern char *optarg;
main(argc, argv)
int argc;
char **argv;
{
Object *teapot;
Object *handle;
Object *spout;
Object *body;
Object *lid;
Object *bottom;
FILE *infile;
FILE *image;
Object *floor;
char *imfile_name;
int mode;
int c;
int size;
imfile_name = "teapot.ppm";
mode = PHONG;
size = 256;
while ((c = getopt(argc, argv, "pgfls:")) != EOF) {
switch (c) {
case 'p':
mode = PHONG;
imfile_name = "teapot.ppm";
break;
case 'g':
mode = GOURAUD;
imfile_name = "teapot.ppm";
break;
case 'f':
mode = FLAT;
imfile_name = "teapot.ppm";
break;
case 'l':
mode = LINE;
imfile_name = "teapot.pbm";
break;
case 's':
size = atoi(optarg);
break;
}
}
sipp_init();
sipp_show_backfaces(TRUE);
sipp_shadows(TRUE, ((size<512)?2*size:size));
sipp_background(0.078, 0.361, 0.753); /* UNC sky blue */
infile = fopen("tpt_handle.bez", "r");
handle = sipp_bezier_file(infile, RESOLUTION, &teapot_surf, hole_shader);
fclose(infile);
infile = fopen("tpt_spout.bez", "r");
spout = sipp_bezier_file(infile, RESOLUTION, &teapot_surf, hole_shader);
fclose(infile);
infile = fopen("tpt_body.bez", "r");
body = sipp_bezier_file(infile, RESOLUTION, &teapot_surf, hole_shader);
fclose(infile);
infile = fopen("tpt_lid.bez", "r");
lid = sipp_bezier_file(infile, RESOLUTION, &teapot_surf, hole_shader);
fclose(infile);
bottom = sipp_cylinder(0.375, 0.01, RESOLUTION * 4, &teapot_surf,
hole_shader);
object_move(bottom, 0.0, 0.0, 0.005);
teapot = object_create();
object_add_subobj(teapot, body);
object_add_subobj(teapot, lid);
object_add_subobj(teapot, handle);
object_add_subobj(teapot, spout);
object_add_subobj(teapot, bottom);
object_add_subobj(sipp_world, teapot);
floor = sipp_block(7.0, 7.0, 0.2, &floor_surf, floor_shader);
object_move(floor, 0.0, 0.0, -0.1);
object_add_subobj(sipp_world, floor);
lightsource_create(-3.0, -2.0, 6.0, 0.35, 0.35, 0.35, LIGHT_DIRECTION);
spotlight_create(-3.0, -2.0, 6.0,
0.0, 0.0, 0.0,
25.0,
0.45, 0.45, 0.45,
SPOT_SOFT, TRUE);
camera_params(sipp_camera, 1.65, -7.7, 3.3, 0.0, 0.0, 0.4,
0.0, 0.0, 1.0, 0.125);
printf("Rendering, wait...");
fflush(stdout);
image = fopen(imfile_name, "w");
render_image_file(size, size, image, mode, 3);
printf("Done.\n");
exit(0);
}