1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110
|
/*******************************************************************************
* texture.h
*
* This file contains defines and variables for the txt*.cpp files
*
* ---------------------------------------------------------------------------
* Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
* Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
*
* POV-Ray is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as
* published by the Free Software Foundation, either version 3 of the
* License, or (at your option) any later version.
*
* POV-Ray 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 Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
* ---------------------------------------------------------------------------
* POV-Ray is based on the popular DKB raytracer version 2.12.
* DKBTrace was originally written by David K. Buck.
* DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
* ---------------------------------------------------------------------------
* $File: //depot/public/povray/3.x/source/backend/texture/texture.h $
* $Revision: #1 $
* $Change: 6069 $
* $DateTime: 2013/11/06 11:59:40 $
* $Author: chrisc $
*******************************************************************************/
/* NOTE: FRAME.H contains other texture stuff. */
#ifndef TEXTURE_H
#define TEXTURE_H
#include "backend/pattern/pattern.h"
#include "backend/pattern/warps.h"
namespace pov
{
/*****************************************************************************
* Global preprocessor defines
******************************************************************************/
/*
* Macro to create random number in the [0; 1] range.
*/
#define FLOOR(x) ((x) >= 0.0 ? floor(x) : (0.0 - floor(0.0 - (x)) - 1.0))
#define Hash3d(a,b,c) \
hashTable[(int)(hashTable[(int)(hashTable[(int)((a) & 0xfff)] ^ ((b) & 0xfff))] ^ ((c) & 0xfff))]
/*****************************************************************************
* Global typedefs
******************************************************************************/
/*****************************************************************************
* Global variables
******************************************************************************/
#ifdef DYNAMIC_HASHTABLE
extern unsigned short *hashTable;
#else
extern ALIGN16 unsigned short hashTable[8192];
#endif
/*****************************************************************************
* Global functions
******************************************************************************/
void Initialize_Noise (void);
void Initialize_Waves(vector<double>& waveFrequencies, vector<Vector3d>& waveSources, unsigned int numberOfWaves);
void Free_Noise_Tables (void);
#if defined(USE_AVX_FMA4_FOR_NOISE)
extern DBL (*Noise) (const VECTOR EPoint, int noise_generator);
extern void (*DNoise) (VECTOR result, const VECTOR EPoint);
void Initialise_NoiseDispatch();
DBL AVX_FMA4_Noise(const VECTOR EPoint, int noise_generator);
void AVX_FMA4_DNoise(VECTOR result, const VECTOR EPoint);
#else
INLINE_NOISE DBL Noise (const VECTOR EPoint, int noise_generator);
INLINE_NOISE void DNoise (VECTOR result, const VECTOR EPoint);
#endif
DBL Turbulence (const VECTOR EPoint, const TURB *Turb, int noise_generator);
void DTurbulence (VECTOR result, const VECTOR EPoint, const TURB *Turb);
DBL cycloidal (DBL value);
DBL Triangle_Wave (DBL value);
void Transform_Textures (TEXTURE *Textures, const TRANSFORM *Trans);
void Destroy_Textures (TEXTURE *Textures);
void Post_Textures (TEXTURE *Textures);
FINISH *Create_Finish (void);
FINISH *Copy_Finish (const FINISH *Old);
TEXTURE *Copy_Texture_Pointer (TEXTURE *Texture);
TEXTURE *Copy_Textures (const TEXTURE *Textures);
TEXTURE *Create_Texture (void);
int Test_Opacity (const TEXTURE *Texture);
TURB *Create_Turb (void);
}
#endif
|