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/*
Copyright 2005-2010 Intel Corporation. All Rights Reserved.
This file is part of Threading Building Blocks.
Threading Building Blocks is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License
version 2 as published by the Free Software Foundation.
Threading Building Blocks is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty
of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Threading Building Blocks; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
As a special exception, you may use this file as part of a free software
library without restriction. Specifically, if other files instantiate
templates or use macros or inline functions from this file, or you compile
this file and link it with other files to produce an executable, this
file does not by itself cause the resulting executable to be covered by
the GNU General Public License. This exception does not however
invalidate any other reasons why the executable file might be covered by
the GNU General Public License.
*/
/*
The original source for this example is
Copyright (c) 1994-2008 John E. Stone
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. The name of the author may not be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
*/
/*
* texture.c - This file contains functions for implementing textures.
*
* $Id: texture.cpp,v 1.1.1.1 2012/03/29 17:22:19 uid42307 Exp $
*/
#include "machine.h"
#include "types.h"
#include "macros.h"
#include "texture.h"
#include "coordsys.h"
#include "imap.h"
#include "vector.h"
#include "box.h"
/* plain vanilla texture solely based on object color */
color standard_texture(vector * hit, texture * tex, ray * ry) {
return tex->col;
}
/* cylindrical image map */
color image_cyl_texture(vector * hit, texture * tex, ray * ry) {
vector rh;
flt u,v;
rh.x=hit->x - tex->ctr.x;
rh.z=hit->y - tex->ctr.y;
rh.y=hit->z - tex->ctr.z;
xyztocyl(rh, 1.0, &u, &v);
u = u * tex->scale.x;
u = u + tex->rot.x;
u=fmod(u, 1.0);
if (u < 0.0) u+=1.0;
v = v * tex->scale.y;
v = v + tex->rot.y;
v=fmod(v, 1.0);
if (v < 0.0) v+=1.0;
return ImageMap((rawimage *)tex->img, u, v);
}
/* spherical image map */
color image_sphere_texture(vector * hit, texture * tex, ray * ry) {
vector rh;
flt u,v;
rh.x=hit->x - tex->ctr.x;
rh.y=hit->y - tex->ctr.y;
rh.z=hit->z - tex->ctr.z;
xyztospr(rh, &u, &v);
u = u * tex->scale.x;
u = u + tex->rot.x;
u=fmod(u, 1.0);
if (u < 0.0) u+=1.0;
v = v * tex->scale.y;
v = v + tex->rot.y;
v=fmod(v, 1.0);
if (v < 0.0) v+=1.0;
return ImageMap((rawimage *)tex->img, u, v);
}
/* planar image map */
color image_plane_texture(vector * hit, texture * tex, ray * ry) {
vector pnt;
flt u,v;
pnt.x=hit->x - tex->ctr.x;
pnt.y=hit->y - tex->ctr.y;
pnt.z=hit->z - tex->ctr.z;
VDOT(u, tex->uaxs, pnt);
/* VDOT(len, tex->uaxs, tex->uaxs);
u = u / sqrt(len); */
VDOT(v, tex->vaxs, pnt);
/* VDOT(len, tex->vaxs, tex->vaxs);
v = v / sqrt(len); */
u = u * tex->scale.x;
u = u + tex->rot.x;
u = fmod(u, 1.0);
if (u < 0.0) u += 1.0;
v = v * tex->scale.y;
v = v + tex->rot.y;
v = fmod(v, 1.0);
if (v < 0.0) v += 1.0;
return ImageMap((rawimage *)tex->img, u, v);
}
color grit_texture(vector * hit, texture * tex, ray * ry) {
int rnum;
flt fnum;
color col;
rnum=rand() % 4096;
fnum=(rnum / 4096.0 * 0.2) + 0.8;
col.r=tex->col.r * fnum;
col.g=tex->col.g * fnum;
col.b=tex->col.b * fnum;
return col;
}
color checker_texture(vector * hit, texture * tex, ray * ry) {
long x,y,z;
flt xh,yh,zh;
color col;
xh=hit->x - tex->ctr.x;
x=(long) ((fabs(xh) * 3) + 0.5);
x=x % 2;
yh=hit->y - tex->ctr.y;
y=(long) ((fabs(yh) * 3) + 0.5);
y=y % 2;
zh=hit->z - tex->ctr.z;
z=(long) ((fabs(zh) * 3) + 0.5);
z=z % 2;
if (((x + y + z) % 2)==1) {
col.r=1.0;
col.g=0.2;
col.b=0.0;
}
else {
col.r=0.0;
col.g=0.2;
col.b=1.0;
}
return col;
}
color cyl_checker_texture(vector * hit, texture * tex, ray * ry) {
long x,y;
vector rh;
flt u,v;
color col;
rh.x=hit->x - tex->ctr.x;
rh.y=hit->y - tex->ctr.y;
rh.z=hit->z - tex->ctr.z;
xyztocyl(rh, 1.0, &u, &v);
x=(long) (fabs(u) * 18.0);
x=x % 2;
y=(long) (fabs(v) * 10.0);
y=y % 2;
if (((x + y) % 2)==1) {
col.r=1.0;
col.g=0.2;
col.b=0.0;
}
else {
col.r=0.0;
col.g=0.2;
col.b=1.0;
}
return col;
}
color wood_texture(vector * hit, texture * tex, ray * ry) {
flt radius, angle;
int grain;
color col;
flt x,y,z;
x=(hit->x - tex->ctr.x) * 1000;
y=(hit->y - tex->ctr.y) * 1000;
z=(hit->z - tex->ctr.z) * 1000;
radius=sqrt(x*x + z*z);
if (z == 0.0)
angle=3.1415926/2.0;
else
angle=atan(x / z);
radius=radius + 3.0 * sin(20 * angle + y / 150.0);
grain=((int) (radius + 0.5)) % 60;
if (grain < 40) {
col.r=0.8;
col.g=1.0;
col.b=0.2;
}
else {
col.r=0.0;
col.g=0.0;
col.b=0.0;
}
return col;
}
#define NMAX 28
short int NoiseMatrix[NMAX][NMAX][NMAX];
void InitNoise(void) {
byte x,y,z,i,j,k;
for (x=0; x<NMAX; x++) {
for (y=0; y<NMAX; y++) {
for (z=0; z<NMAX; z++) {
NoiseMatrix[x][y][z]=rand() % 12000;
if (x==NMAX-1) i=0;
else i=x;
if (y==NMAX-1) j=0;
else j=y;
if (z==NMAX-1) k=0;
else k=z;
NoiseMatrix[x][y][z]=NoiseMatrix[i][j][k];
}
}
}
}
int Noise(flt x, flt y, flt z) {
byte ix, iy, iz;
flt ox, oy, oz;
int p000, p001, p010, p011;
int p100, p101, p110, p111;
int p00, p01, p10, p11;
int p0, p1;
int d00, d01, d10, d11;
int d0, d1, d;
x=fabs(x);
y=fabs(y);
z=fabs(z);
ix=((int) x) % (NMAX-1);
iy=((int) y) % (NMAX-1);
iz=((int) z) % (NMAX-1);
ox=(x - ((int) x));
oy=(y - ((int) y));
oz=(z - ((int) z));
p000=NoiseMatrix[ix][iy][iz];
p001=NoiseMatrix[ix][iy][iz+1];
p010=NoiseMatrix[ix][iy+1][iz];
p011=NoiseMatrix[ix][iy+1][iz+1];
p100=NoiseMatrix[ix+1][iy][iz];
p101=NoiseMatrix[ix+1][iy][iz+1];
p110=NoiseMatrix[ix+1][iy+1][iz];
p111=NoiseMatrix[ix+1][iy+1][iz+1];
d00=p100-p000;
d01=p101-p001;
d10=p110-p010;
d11=p111-p011;
p00=(int) ((int) d00*ox) + p000;
p01=(int) ((int) d01*ox) + p001;
p10=(int) ((int) d10*ox) + p010;
p11=(int) ((int) d11*ox) + p011;
d0=p10-p00;
d1=p11-p01;
p0=(int) ((int) d0*oy) + p00;
p1=(int) ((int) d1*oy) + p01;
d=p1-p0;
return (int) ((int) d*oz) + p0;
}
color marble_texture(vector * hit, texture * tex, ray * ry) {
flt i,d;
flt x,y,z;
color col;
x=hit->x;
y=hit->y;
z=hit->z;
x=x * 1.0;
d=x + 0.0006 * Noise(x, (y * 1.0), (z * 1.0));
d=d*(((int) d) % 25);
i=0.0 + 0.10 * fabs(d - 10.0 - 20.0 * ((int) d * 0.05));
if (i > 1.0) i=1.0;
if (i < 0.0) i=0.0;
/*
col.r=i * tex->col.r;
col.g=i * tex->col.g;
col.b=i * tex->col.b;
*/
col.r = (1.0 + sin(i * 6.28)) / 2.0;
col.g = (1.0 + sin(i * 16.28)) / 2.0;
col.b = (1.0 + cos(i * 30.28)) / 2.0;
return col;
}
color gnoise_texture(vector * hit, texture * tex, ray * ry) {
color col;
flt f;
f=Noise((hit->x - tex->ctr.x),
(hit->y - tex->ctr.y),
(hit->z - tex->ctr.z));
if (f < 0.01) f=0.01;
if (f > 1.0) f=1.0;
col.r=tex->col.r * f;
col.g=tex->col.g * f;
col.b=tex->col.b * f;
return col;
}
void InitTextures(void) {
InitNoise();
ResetImages();
}