/****************************************************************************
* normal.c
*
* This module implements solid texturing functions that perturb the surface
* normal to create a bumpy effect.
*
* from Persistence of Vision(tm) Ray Tracer
* Copyright 1996 Persistence of Vision Team
*---------------------------------------------------------------------------
* NOTICE: This source code file is provided so that users may experiment
* with enhancements to POV-Ray and to port the software to platforms other
* than those supported by the POV-Ray Team. There are strict rules under
* which you are permitted to use this file. The rules are in the file
* named POVLEGAL.DOC which should be distributed with this file. If
* POVLEGAL.DOC is not available or for more info please contact the POV-Ray
* Team Coordinator by leaving a message in CompuServe's Graphics Developer's
* Forum. The latest version of POV-Ray may be found there as well.
*
* This program 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.
*
*****************************************************************************/
/*
* Some texture ideas garnered from SIGGRAPH '85 Volume 19 Number 3,
* "An Image Synthesizer" By Ken Perlin.
*
* Further Ideas Garnered from "The RenderMan Companion" (Addison Wesley)
*/
#include "frame.h"
#include "vector.h"
#include "povproto.h"
#include "texture.h"
#include "image.h"
#include "matrices.h"
#include "normal.h"
#include "povray.h"
#include "txttest.h"
#include "pigment.h"
/*****************************************************************************
* Local preprocessor defines
******************************************************************************/
/*****************************************************************************
* Local typedefs
******************************************************************************/
/*****************************************************************************
* Local constants
******************************************************************************/
static CONST
VECTOR Pyramid_Vect [4]= {{ 0.942809041,-0.333333333, 0.0},
{-0.471404521,-0.333333333, 0.816496581},
{-0.471404521,-0.333333333,-0.816496581},
{ 0.0 , 1.0 , 0.0}};
/*****************************************************************************
* Static functions
******************************************************************************/
static void ripples PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR Vector));
static void waves PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR Vector));
static void bumps PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR normal));
static void dents PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR normal));
static void wrinkles PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR normal));
static void quilted PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR normal));
static DBL Hermite_Cubic PARAMS((DBL T1,UV_VECT UV1,UV_VECT UV2));
static DBL Do_Slope_Map PARAMS((DBL value, BLEND_MAP *Blend_Map));
static void Do_Average_Normals PARAMS((VECTOR EPoint, TNORMAL *Tnormal, VECTOR normal));
/*****************************************************************************
*
* FUNCTION
*
* ripples
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static void ripples (EPoint, Tnormal, normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
register unsigned int i;
register DBL length, scalar, index;
VECTOR point;
for (i = 0 ; i < Number_Of_Waves ; i++)
{
VSub (point, EPoint, Wave_Sources[i]);
VLength (length, point);
if (length == 0.0)
length = 1.0;
index = length * Tnormal->Frequency + Tnormal->Phase;
scalar = cycloidal(index) * Tnormal ->Amount;
VAddScaledEq(normal, scalar / (length * (DBL)Number_Of_Waves), point);
}
}
/*****************************************************************************
*
* FUNCTION
*
* waves
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static void waves (EPoint, Tnormal, normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
register unsigned int i;
register DBL length, scalar, index, sinValue ;
VECTOR point;
for (i = 0 ; i < Number_Of_Waves ; i++)
{
VSub (point, EPoint, Wave_Sources[i]);
VLength (length, point);
if (length == 0.0)
{
length = 1.0;
}
index = length * Tnormal->Frequency * frequency[i] + Tnormal->Phase;
sinValue = cycloidal(index);
scalar = sinValue * Tnormal->Amount / frequency[i];
VAddScaledEq(normal, scalar / (length * (DBL)Number_Of_Waves), point);
}
}
/*****************************************************************************
*
* FUNCTION
*
* bumps
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static void bumps (EPoint, Tnormal, normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
VECTOR bump_turb;
/* Get normal displacement value. */
DNoise (bump_turb, EPoint);
/* Displace "normal". */
VAddScaledEq(normal, Tnormal->Amount, bump_turb);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
* Dents is similar to bumps, but uses noise() to control the amount of
* dnoise() perturbation of the object normal...
*
* CHANGES
*
******************************************************************************/
static void dents (EPoint, Tnormal, normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
DBL noise;
VECTOR stucco_turb;
noise = Noise (EPoint);
noise = noise * noise * noise * Tnormal->Amount;
/* Get normal displacement value. */
DNoise(stucco_turb, EPoint);
/* Displace "normal". */
VAddScaledEq(normal, noise, stucco_turb);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Wrinkles - This is my implementation of the dented() routine, using
* a surface iterative fractal derived from DTurbulence.
*
* This is a 3-D version (thanks to DNoise()...) of the usual version
* using the singular Noise()...
*
* Seems to look a lot like wrinkles, however... (hmmm)
*
* Idea garnered from the April 89 Byte Graphics Supplement on RenderMan,
* refined from "The RenderMan Companion, by Steve Upstill of Pixar,
* (C) 1990 Addison-Wesley.
*
* CHANGES
*
******************************************************************************/
static void wrinkles (EPoint, Tnormal, normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
register int i;
register DBL scale = 1.0;
VECTOR result, value, value2;
Make_Vector(result, 0.0, 0.0, 0.0);
for (i = 0; i < 10; scale *= 2.0, i++)
{
VScale(value2,EPoint,scale);
DNoise(value, value2);
result[X] += fabs(value[X] / scale);
result[Y] += fabs(value[Y] / scale);
result[Z] += fabs(value[Z] / scale);
}
/* Displace "normal". */
VAddScaledEq(normal, Tnormal->Amount, result);
}
/*****************************************************************************
*
* FUNCTION
*
* quilted
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dan Farmer '94
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static void quilted (EPoint, Tnormal, normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
VECTOR value;
DBL t;
value[X] = EPoint[X]-FLOOR(EPoint[X])-0.5;
value[Y] = EPoint[Y]-FLOOR(EPoint[Y])-0.5;
value[Z] = EPoint[Z]-FLOOR(EPoint[Z])-0.5;
t = sqrt(value[X]*value[X]+value[Y]*value[Y]+value[Z]*value[Z]);
t = quilt_cubic(t, Tnormal->Vals.Quilted.Control0, Tnormal->Vals.Quilted.Control1);
value[X] *= t;
value[Y] *= t;
value[Z] *= t;
VAddScaledEq (normal, Tnormal->Amount,value);
}
/*****************************************************************************
*
* FUNCTION
*
* Create_Tnormal
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* pointer to the created Tnormal
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION : Allocate memory for new Tnormal and initialize it to
* system default values.
*
* CHANGES
*
******************************************************************************/
TNORMAL *Create_Tnormal ()
{
TNORMAL *New;
New = (TNORMAL *)POV_MALLOC(sizeof(TNORMAL), "normal");
Init_TPat_Fields((TPATTERN *)New);
New->Amount = 0.5;
return (New);
}
/*****************************************************************************
*
* FUNCTION
*
* Copy_Tnormal
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
TNORMAL *Copy_Tnormal (Old)
TNORMAL *Old;
{
TNORMAL *New;
if (Old != NULL)
{
New = Create_Tnormal();
Copy_TPat_Fields ((TPATTERN *)New, (TPATTERN *)Old);
New->Amount = Old->Amount;
}
else
{
New = NULL;
}
return (New);
}
/*****************************************************************************
*
* FUNCTION
*
* Destroy_Tnormal
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Destroy_Tnormal(Tnormal)
TNORMAL *Tnormal;
{
if (Tnormal != NULL)
{
Destroy_TPat_Fields ((TPATTERN *)Tnormal);
POV_FREE(Tnormal);
}
}
/*****************************************************************************
*
* FUNCTION
*
* Post_Tnormal
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Post_Tnormal (Tnormal)
TNORMAL *Tnormal;
{
int i;
BLEND_MAP *Map;
if (Tnormal != NULL)
{
if (Tnormal->Flags & POST_DONE)
{
return;
}
if (Tnormal->Type == NO_PATTERN)
{
Error("No normal type given.");
}
Tnormal->Flags |= POST_DONE;
if ((Map = Tnormal->Blend_Map) != NULL)
{
for (i = 0; i < Map->Number_Of_Entries; i++)
{
switch (Map->Type)
{
case PIGMENT_TYPE:
Post_Pigment(Map->Blend_Map_Entries[i].Vals.Pigment);
break;
case NORMAL_TYPE:
Post_Tnormal(Map->Blend_Map_Entries[i].Vals.Tnormal);
break;
case TEXTURE_TYPE:
Post_Textures(Map->Blend_Map_Entries[i].Vals.Texture);
break;
case SLOPE_TYPE:
case COLOUR_TYPE:
case PATTERN_TYPE:
break;
default:
Error("Unknown pattern type in Post_Tnormal.");
}
}
}
}
}
/*****************************************************************************
*
* FUNCTION
*
* Perturb_Normal
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
#define DELTA 0.02
void Perturb_Normal(Layer_Normal, Tnormal, EPoint)
VECTOR Layer_Normal, EPoint;
TNORMAL *Tnormal;
{
VECTOR TPoint,P1;
DBL value1,value2,Amount;
int i;
BLEND_MAP *Blend_Map;
BLEND_MAP_ENTRY *Prev, *Cur;
/* If normal_map present, use it and return */
if ((Blend_Map=Tnormal->Blend_Map) != NULL)
{
if ((Blend_Map->Type == NORMAL_TYPE) && (Tnormal->Type != AVERAGE_PATTERN))
{
value1 = Evaluate_TPat((TPATTERN *)Tnormal,EPoint);
Search_Blend_Map (value1,Blend_Map,&Prev,&Cur);
Assign_Vector(P1,Layer_Normal);
Warp_EPoint (TPoint, EPoint, (TPATTERN *)Tnormal);
Perturb_Normal(Layer_Normal,Cur->Vals.Tnormal,TPoint);
if (Prev != Cur)
{
Perturb_Normal(P1,Prev->Vals.Tnormal,TPoint);
value2 = (value1-Prev->value)/(Cur->value-Prev->value);
value1 = 1.0-value2;
VLinComb2(Layer_Normal,value1,P1,value2,Layer_Normal)
}
VNormalizeEq(Layer_Normal);
return;
}
}
/* No normal_map. */
if (Tnormal->Type <= LAST_NORM_ONLY_PATTERN)
{
Warp_EPoint (TPoint, EPoint, (TPATTERN *)Tnormal);
switch (Tnormal->Type)
{
case BITMAP_PATTERN: bump_map (TPoint, Tnormal, Layer_Normal); break;
case BUMPS_PATTERN: bumps (TPoint, Tnormal, Layer_Normal); break;
case BUMPY1_PATTERN: bumpy1 (TPoint, Tnormal, Layer_Normal); break;
case BUMPY2_PATTERN: bumpy2 (TPoint, Tnormal, Layer_Normal); break;
case BUMPY3_PATTERN: bumpy3 (TPoint, Tnormal, Layer_Normal); break;
case DENTS_PATTERN: dents (TPoint, Tnormal, Layer_Normal); break;
case RIPPLES_PATTERN:ripples (TPoint, Tnormal, Layer_Normal); break;
case WAVES_PATTERN: waves (TPoint, Tnormal, Layer_Normal); break;
case WRINKLES_PATTERN:wrinkles (TPoint, Tnormal, Layer_Normal);break;
case QUILTED_PATTERN:quilted (TPoint, Tnormal, Layer_Normal); break;
case AVERAGE_PATTERN: Do_Average_Normals (TPoint, Tnormal, Layer_Normal); break;
default:
Error("Normal pattern not yet implemented.");
}
}
else
{
Amount=Tnormal->Amount * -5.0; /*fudge factor*/
/* Note, even though DELTA and Pyramid_Vect are constants, we may later
make DELTA a user-defined parameter. Good optimising compilers
should merge the constants anyway. */
for(i=0; i<=3; i++)
{
VAddScaled(P1,EPoint,DELTA,Pyramid_Vect[i]);
value1 = Do_Slope_Map(Evaluate_TPat((TPATTERN *)Tnormal,P1),Blend_Map);
VAddScaledEq(Layer_Normal,value1*Amount,Pyramid_Vect[i]);
}
}
VNormalizeEq(Layer_Normal);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static DBL Do_Slope_Map (value,Blend_Map)
DBL value;
BLEND_MAP *Blend_Map;
{
DBL Result;
BLEND_MAP_ENTRY *Prev, *Cur;
if (Blend_Map == NULL)
{
return(value);
}
Search_Blend_Map (value,Blend_Map,&Prev,&Cur);
if (Prev == Cur)
{
return(Cur->Vals.Point_Slope[0]);
}
Result = (value-Prev->value)/(Cur->value-Prev->value);
return(Hermite_Cubic(Result,Prev->Vals.Point_Slope,Cur->Vals.Point_Slope));
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
#define S1 UV1[1]
#define S2 UV2[1]
#define P1 UV1[0]
#define P2 UV2[0]
static DBL Hermite_Cubic(T1,UV1,UV2)
DBL T1;
UV_VECT UV1;
UV_VECT UV2;
{
DBL TT=T1*T1;
DBL TTT=TT*T1;
DBL rv; /* simplified equation for poor Symantec */
rv = TTT*(S1+S2+2.0*(P1-P2));
rv += -TT*(2.0*S1+S2+3.0*(P1-P2));
rv += T1*S1 +P1;
return (rv);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static void Do_Average_Normals (EPoint,Tnormal,normal)
VECTOR EPoint;
TNORMAL *Tnormal;
VECTOR normal;
{
int i;
BLEND_MAP *Map = Tnormal->Blend_Map;
SNGL Value;
SNGL Total = 0.0;
VECTOR V1,V2;
Make_Vector (V1, 0.0, 0.0, 0.0);
for (i = 0; i < Map->Number_Of_Entries; i++)
{
Value = Map->Blend_Map_Entries[i].value;
Assign_Vector(V2,normal);
Perturb_Normal(V2,Map->Blend_Map_Entries[i].Vals.Tnormal,EPoint);
VAddScaledEq(V1,Value,V2);
Total += Value;
}
VInverseScale(normal,V1,Total);
}