File: marble.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.
 **/

/**
 ** marble.c - Marble shader: simulates marble using noise & turbulence
 **/

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

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


extern bool noise_ready;

static void
marble _ANSI_ARGS_((Vector      *p,
                    Color       *color,
                    Marble_desc *md));

static void
marble(p, color, md)
    Vector *p;
    Color *color;
    Marble_desc *md;
{
    double x, t;

    x = p->x + turbulence(p, 7) * 5;
    x = sin(x);
    if (x > -0.1 && x < 0.1) {
        color->red = md->strip.red;
        color->grn = md->strip.grn;
        color->blu = md->strip.blu;
    } else if (x > -0.9 && x < 0.9){
        /* You are not supposed to understand this... */
        t = 7.0 / 6.0 - 1.0 / (6.25 * fabs(x) + 0.375);
        color->red = md->strip.red + t * (md->base.red - md->strip.red);
        color->grn = md->strip.grn + t * (md->base.grn - md->strip.grn);
        color->blu = md->strip.blu + t * (md->base.blu - md->strip.blu);
    } else {
        color->red = md->base.red;         
        color->grn = md->base.grn;
        color->blu = md->base.blu;
    }
}



void
marble_shader(pos, normal, texture, view_vec, lights, md, color, opacity)
    Vector      *pos;
    Vector      *normal;
    Vector      *texture;
    Vector      *view_vec;
    Lightsource *lights;
    Marble_desc *md;
    Color       *color;
    Color       *opacity;
{
    Vector     tmp;
    Surf_desc  surface;

    if (!noise_ready) {
        noise_init();
    }

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