File: granite.c

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sipp 3.1-9
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/**
 ** 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.
 **/

/**
 ** granite.c - Granite shader: using a 1/f fractal noise function for 
 **             mixing color values.  
 **/

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

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


extern bool noise_ready;


static void 
granite (p, color, gd)
    Vector *p;
    Color *color;
    Granite_desc *gd;
{
    int i;
    Vector v;
    double temp, n = 0.5, freq = 1.0;

    v = *p;
    
    for (i = 0; i < 6 ; freq *= 2.0, i++) {
        v.x *= 4.0 * freq;
        v.y *= 4.0 * freq;
        v.z *= 4.0 * freq;
        temp = 0.5 * noise(&v);
/*        temp = fabs(temp);*/
        n += temp / freq;
    }

   color->red = gd->col1.red * n + gd->col2.red * (1.0 - n);
   color->grn = gd->col1.grn * n + gd->col2.grn * (1.0 - n);
   color->blu = gd->col1.blu * n + gd->col2.blu * (1.0 - n);
}


void
granite_shader(pos, normal, texture, view_vec, lights, gd, color, opacity)
    Vector        *pos;
    Vector        *normal;
    Vector        *texture;
    Vector        *view_vec;
    Lightsource   *lights;
    Granite_desc  *gd;
    Color         *color;
    Color         *opacity;
{
    Vector     tmp;
    Surf_desc  surface;

    if (!noise_ready) {
        noise_init();
    }

    VecScalMul(tmp, gd->scale, *texture);
    granite(&tmp, &surface.color, gd);
    surface.ambient  = gd->ambient;
    surface.specular = gd->specular;
    surface.c3       = gd->c3;
    surface.opacity  = gd->opacity;
    basic_shader(pos, normal, texture, view_vec, lights, &surface, 
                 color, opacity);
}