File: bozo.c

package info (click to toggle)
sipp 3.1-9
  • links: PTS
  • area: main
  • in suites: woody
  • size: 1,268 kB
  • ctags: 744
  • sloc: ansic: 8,534; makefile: 304; lex: 65; sh: 14
file content (64 lines) | stat: -rw-r--r-- 1,763 bytes parent folder | download | duplicates (4)
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
/**
 ** sipp - SImple Polygon Processor
 **
 **  A general 3d graphic package
 **
 **  Copyright Equivalent Software HB  1992
 **
 ** This program is free software; you can redistribute it and/or modify
 ** it under the terms of the GNU General Public License as published by
 ** the Free Software Foundation; either version 1, or any later version.
 ** This program 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 can receive a copy of the GNU General Public License from the
 ** Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 **/

/**
 ** bozo.c - Bozo shader: color objects a la Bozo the clown.
 **/

#include <math.h>
#include <stdio.h>

#include <sipp.h>
#include <noise.h>
#include <shaders.h>


extern bool noise_ready;

void
bozo_shader(pos, normal, texture, view_vec, lights, bd, color, opacity)
    Vector      *pos;
    Vector      *normal;
    Vector      *texture;
    Vector      *view_vec;
    Lightsource *lights;
    Bozo_desc   *bd;
    Color       *color;
    Color       *opacity;
{
    Vector     tmp;
    Surf_desc  surface;
    double     noiseval;
    int        i;

    if (!noise_ready) {
        noise_init();
    }

    VecScalMul(tmp, bd->scale, *texture);
    noiseval = noise(&tmp);

    i = (noiseval + 1) * bd->no_of_cols / 2.0;
    surface.color    = bd->colors[i];
    surface.ambient  = bd->ambient;
    surface.specular = bd->specular;
    surface.c3       = bd->c3;
    surface.opacity  = bd->opacity;
    basic_shader(pos, normal, texture, view_vec, lights, &surface, 
                 color, opacity);
}