/* Copyright (c) 2005-2020 Intel Corporation Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the 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.cpp - This file contains functions for implementing textures. */ #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; xx; 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(); }