📄 texture.cpp
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/* Copyright 2005-2007 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, 1995, 1996, 1997 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. All advertising materials mentioning features or use of this software must display the following acknowledgement: This product includes software developed by John E. Stone 4. 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 1.2 2007/02/22 17:54:16 dpoulsen 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 28short 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; iy=((int) y) % NMAX; iz=((int) z) % NMAX; 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();}
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