/**************************************************************************
* pattern.c
*
* This module implements texturing functions that return a value to be
* used in a pigment or normal.
*
* 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 "matrices.h"
#include "pattern.h"
#include "texture.h"
#include "image.h"
#include "txttest.h"
#include "colour.h"
/*****************************************************************************
* Local preprocessor defines
******************************************************************************/
/*****************************************************************************
* Static functions
******************************************************************************/
static DBL agate PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL brick PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL checker PARAMS((VECTOR EPoint));
static DBL crackle PARAMS((VECTOR EPoint));
static DBL gradient PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL granite PARAMS((VECTOR EPoint));
static DBL leopard PARAMS((VECTOR EPoint));
static DBL mandel PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL marble PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL onion PARAMS((VECTOR EPoint));
static DBL radial PARAMS((VECTOR EPoint));
static DBL spiral1 PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL spiral2 PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL wood PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL hexagon PARAMS((VECTOR EPoint));
static long PickInCube PARAMS((VECTOR tv, VECTOR p1));
static DBL ripples_pigm PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL waves_pigm PARAMS((VECTOR EPoint, TPATTERN *TPat));
static DBL dents_pigm PARAMS((VECTOR EPoint));
static DBL wrinkles_pigm PARAMS((VECTOR EPoint));
static DBL quilted_pigm PARAMS((VECTOR EPoint, TPATTERN *TPat));
static TURB *Search_For_Turb PARAMS((WARP *Warps));
/* static TURB *Copy_Turb PARAMS((TURB *Old)); Unused function [AED] */
/*****************************************************************************
*
* FUNCTION
*
* agate
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
* Oct 1994 : adapted from agate pigment by [CY]
*
******************************************************************************/
static DBL agate (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
register DBL noise, turb_val;
TURB* Turb;
Turb=Search_For_Turb(TPat->Warps);
turb_val = TPat->Vals.Agate_Turb_Scale * Turbulence(EPoint,Turb);
noise = 0.5 * (cycloidal(1.3 * turb_val + 1.1 * EPoint[Z]) + 1.0);
if (noise < 0.0)
{
noise = 0.0;
}
else
{
noise = min(1.0, noise);
noise = pow(noise, 0.77);
}
return(noise);
}
/*****************************************************************************
*
* FUNCTION
*
* brick
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value exactly 0.0 or 1.0
*
* AUTHOR
*
* Dan Farmer
*
* DESCRIPTION
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL brick (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
int ibrickx, ibricky, ibrickz;
DBL brickheight, brickwidth, brickdepth;
DBL brickmortar, mortarheight, mortarwidth, mortardepth;
DBL brickx, bricky, brickz;
DBL x, y, z, fudgit;
fudgit=Small_Tolerance+TPat->Vals.Brick.Mortar;
x = EPoint[X]+fudgit;
y = EPoint[Y]+fudgit;
z = EPoint[Z]+fudgit;
brickwidth = TPat->Vals.Brick.Size[X];
brickheight = TPat->Vals.Brick.Size[Y];
brickdepth = TPat->Vals.Brick.Size[Z];
brickmortar = (DBL)TPat->Vals.Brick.Mortar;
mortarwidth = brickmortar / brickwidth;
mortarheight = brickmortar / brickheight;
mortardepth = brickmortar / brickdepth;
/* 1) Check mortar layers in the X-Z plane (ie: top view) */
bricky = y / brickheight;
ibricky = (int) bricky;
bricky -= (DBL) ibricky;
if (bricky < 0.0)
{
bricky += 1.0;
}
if (bricky <= mortarheight)
{
return(0.0);
}
bricky = (y / brickheight) * 0.5;
ibricky = (int) bricky;
bricky -= (DBL) ibricky;
if (bricky < 0.0)
{
bricky += 1.0;
}
/* 2) Check ODD mortar layers in the Y-Z plane (ends) */
brickx = (x / brickwidth);
ibrickx = (int) brickx;
brickx -= (DBL) ibrickx;
if (brickx < 0.0)
{
brickx += 1.0;
}
if ((brickx <= mortarwidth) && (bricky <= 0.5))
{
return(0.0);
}
/* 3) Check EVEN mortar layers in the Y-Z plane (ends) */
brickx = (x / brickwidth) + 0.5;
ibrickx = (int) brickx;
brickx -= (DBL) ibrickx;
if (brickx < 0.0)
{
brickx += 1.0;
}
if ((brickx <= mortarwidth) && (bricky > 0.5))
{
return(0.0);
}
/* 4) Check ODD mortar layers in the Y-X plane (facing) */
brickz = (z / brickdepth);
ibrickz = (int) brickz;
brickz -= (DBL) ibrickz;
if (brickz < 0.0)
{
brickz += 1.0;
}
if ((brickz <= mortardepth) && (bricky > 0.5))
{
return(0.0);
}
/* 5) Check EVEN mortar layers in the X-Y plane (facing) */
brickz = (z / brickdepth) + 0.5;
ibrickz = (int) brickz;
brickz -= (DBL) ibrickz;
if (brickz < 0.0)
{
brickz += 1.0;
}
if ((brickz <= mortardepth) && (bricky <= 0.5))
{
return(0.0);
}
/* If we've gotten this far, color me brick. */
return(1.0);
}
/*****************************************************************************
*
* FUNCTION
*
* checker
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value exactly 0.0 or 1.0
*
* AUTHOR
*
* POV-Team
*
* DESCRIPTION
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL checker (EPoint)
VECTOR EPoint;
{
int value;
value = (int)(floor(EPoint[X]+Small_Tolerance) +
floor(EPoint[Y]+Small_Tolerance) +
floor(EPoint[Z]+Small_Tolerance));
if (value & 1)
{
return (1.0);
}
else
{
return (0.0);
}
}
/*****************************************************************************
*
* FUNCTION
*
* crackle
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* Jim McElhiney
*
* DESCRIPTION
*
* "crackle":
*
* New colour function by Jim McElhiney,
* CompuServe 71201,1326, aka mcelhiney@acm.org
*
* Large scale, without turbulence, makes a pretty good stone wall.
* Small scale, without turbulence, makes a pretty good crackle ceramic glaze.
* Highly turbulent (with moderate displacement) makes a good marble, solving
* the problem of apparent parallel layers in Perlin's method.
* 2 octaves of full-displacement turbulence make a great "drizzled paint"
* pattern, like a 1950's counter top.
* Rule of thumb: put a single colour transition near 0 in your colour map.
*
* Mathematically, the set crackle(p)=0 is a 3D Voronoi diagram of a field of
* semirandom points, and crackle(p)>0 is distance from set along shortest path.
* (A Voronoi diagram is the locus of points equidistant from their 2 nearest
* neighbours from a set of disjoint points, like the membranes in suds are
* to the centres of the bubbles).
*
* All "crackle" specific source code and examples are in the public domain.
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL crackle (EPoint)
VECTOR EPoint;
{
int i;
long thisseed;
DBL sum, minsum, minsum2, tf;
VECTOR sv, tv, dv, t1, add;
static int cvc;
static long lastseed = 0x80000000;
static VECTOR cv[81];
Assign_Vector(tv,EPoint);
/*
* Check to see if the input point is in the same unit cube as the last
* call to this function, to use cache of cubelets for speed.
*/
thisseed = PickInCube(tv, t1);
if (thisseed != lastseed)
{
/*
* No, not same unit cube. Calculate the random points for this new
* cube and its 80 neighbours which differ in any axis by 1 or 2.
* Why distance of 2? If there is 1 point in each cube, located
* randomly, it is possible for the closest random point to be in the
* cube 2 over, or the one two over and one up. It is NOT possible
* for it to be two over and two up. Picture a 3x3x3 cube with 9 more
* cubes glued onto each face.
*/
/* Now store a points for this cube and each of the 80 neighbour cubes. */
cvc = 0;
for (add[X] = -2.0; add[X] < 2.5; add[X] +=1.0)
{
for (add[Y] = -2.0; add[Y] < 2.5; add[Y] += 1.0)
{
for (add[Z] = -2.0; add[Z] < 2.5; add[Z] += 1.0)
{
/* For each cubelet in a 5x5 cube. */
if ((fabs(add[X])>1.5)+(fabs(add[Y])>1.5)+(fabs(add[Z])>1.5) <= 1.0)
{
/* Yes, it's within a 3d knight move away. */
VAdd(sv, tv, add);
PickInCube(sv, t1);
cv[cvc][X] = t1[X];
cv[cvc][Y] = t1[Y];
cv[cvc][Z] = t1[Z];
cvc++;
}
}
}
}
lastseed = thisseed;
}
/*
* Find the 2 points with the 2 shortest distances from the input point.
* Loop invariant: minsum is shortest dist, minsum2 is 2nd shortest
*/
/* Set up the loop so the invariant is true: minsum <= minsum2 */
VSub(dv, cv[0], tv); minsum = VSumSqr(dv);
VSub(dv, cv[1], tv); minsum2 = VSumSqr(dv);
if (minsum2 < minsum)
{
tf = minsum; minsum = minsum2; minsum2 = tf;
}
/* Loop for the 81 cubelets to find closest and 2nd closest. */
for (i = 2; i < cvc; i++)
{
VSub(dv, cv[i], tv);
sum = VSumSqr(dv);
if (sum < minsum)
{
minsum2 = minsum;
minsum = sum;
}
else
{
if (sum < minsum2)
{
minsum2 = sum;
}
}
}
/* Crackle value is absolute value of diff in dist to closest 2 points. */
tf = sqrt(minsum2) - sqrt(minsum); /* minsum is known <= minsum2 */
/*
* Note that the theoretical range of this function is 0 to root 3.
* In practice, it rarely exceeds 0.9, and only very rarely 1.0
*/
return min(tf, 1.);
}
/*****************************************************************************
*
* FUNCTION
*
* gradient
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Gradient Pattern - gradient based on the fractional values of
* x, y or z, based on whether or not the given directional vector is
* a 1.0 or a 0.0.
* The basic concept of this is from DBW Render, but Dave Wecker's
* only supports simple Y axis gradients.
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL gradient (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
register int i;
register DBL temp;
DBL value = 0.0;
for (i=X; i<=Z; i++)
{
if (TPat->Vals.Gradient[i] != 0.0)
{
temp = fabs(EPoint[i]);
value += fmod(temp,1.0);
}
}
/* Clamp to 1.0. */
value = ((value > 1.0) ? fmod(value, 1.0) : value);
return(value);
}
/*****************************************************************************
*
* FUNCTION
*
* granite
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* Granite - kind of a union of the "spotted" and the "dented" textures,
* using a 1/f fractal noise function for color values. Typically used
* with small scaling values. Should work with colour maps for pink granite.
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL granite (EPoint)
VECTOR EPoint;
{
register int i;
register DBL temp, noise = 0.0, freq = 1.0;
VECTOR tv1,tv2;
VScale(tv1,EPoint,4.0);
for (i = 0; i < 6 ; freq *= 2.0, i++)
{
VScale(tv2,tv1,freq);
temp = 0.5 - Noise (tv2);
temp = fabs(temp);
noise += temp / freq;
}
return(noise);
}
/*****************************************************************************
*
* FUNCTION
*
* leopard
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* Scott Taylor
*
* DESCRIPTION
*
* CHANGES
* Jul 1991 : Creation.
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL leopard (EPoint)
VECTOR EPoint;
{
register DBL value, temp1, temp2, temp3;
/* This form didn't work with Zortech 386 compiler */
/* value = Sqr((sin(x)+sin(y)+sin(z))/3); */
/* So we break it down. */
temp1 = sin(EPoint[X]);
temp2 = sin(EPoint[Y]);
temp3 = sin(EPoint[Z]);
value = Sqr((temp1 + temp2 + temp3) / 3.0);
return(value);
}
/*****************************************************************************
*
* FUNCTION
*
* mandel
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* submitted by user, name lost (sorry)
*
* DESCRIPTION
* The mandel pattern computes the standard Mandelbrot fractal pattern and
* projects it onto the X-Y plane. It uses the X and Y coordinates to compute
* the Mandelbrot set.
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL mandel (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
int it_max, col;
DBL a, b, cf, a2, b2, x, y;
a = x = EPoint[X]; a2 = Sqr(a);
b = y = EPoint[Y]; b2 = Sqr(b);
it_max = TPat->Vals.Iterations;
for (col = 0; col < it_max; col++)
{
b = 2.0 * a * b + y;
a = a2 - b2 + x;
a2 = Sqr(a);
b2 = Sqr(b);
if ((a2 + b2) > 4.0)
{
break;
}
}
cf = (DBL)col / (DBL)it_max;
return(cf);
}
/*****************************************************************************
*
* FUNCTION
*
* marble
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL marble (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
register DBL turb_val;
TURB *Turb;
if ((Turb=Search_For_Turb(TPat->Warps)) != NULL)
{
turb_val = Turb->Turbulence[X] * Turbulence(EPoint,Turb);
}
else
{
turb_val = 0.0;
}
return(EPoint[X] + turb_val);
}
/*****************************************************************************
*
* FUNCTION
*
* onion
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* Scott Taylor
*
* DESCRIPTION
*
* CHANGES
* Jul 1991 : Creation.
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL onion (EPoint)
VECTOR EPoint;
{
/* The variable noise is not used as noise in this function */
register DBL noise;
/*
This ramp goes 0-1,1-0,0-1,1-0...
noise = (fmod(sqrt(Sqr(x)+Sqr(y)+Sqr(z)),2.0)-1.0);
if (noise<0.0) {noise = 0.0-noise;}
*/
/* This ramp goes 0-1, 0-1, 0-1, 0-1 ... */
noise = (fmod(sqrt(Sqr(EPoint[X])+Sqr(EPoint[Y])+Sqr(EPoint[Z])), 1.0));
return(noise);
}
/*****************************************************************************
*
* FUNCTION
*
* radial
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* Chris Young -- new in vers 2.0
*
* DESCRIPTION
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL radial (EPoint)
VECTOR EPoint;
{
register DBL value;
if ((fabs(EPoint[X])<0.001) && (fabs(EPoint[Z])<0.001))
{
value = 0.25;
}
else
{
value = 0.25 + (atan2(EPoint[X],EPoint[Z]) + M_PI) / TWO_M_PI;
}
return(value);
}
/*****************************************************************************
*
* FUNCTION
*
* spiral1
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
* Spiral whirles around z-axis.
* The number of "arms" is defined in the TPat.
*
* CHANGES
* Aug 1994 : Creation.
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL spiral1(EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
DBL rad, phi, turb_val;
DBL x = EPoint[X];
DBL y = EPoint[Y];
DBL z = EPoint[Z];
TURB *Turb;
if ((Turb=Search_For_Turb(TPat->Warps)) != NULL)
{
turb_val = Turb->Turbulence[X] * Turbulence(EPoint,Turb);
}
else
{
turb_val = 0.0;
}
/* Get distance from z-axis. */
rad = sqrt(x * x + y * y);
/* Get angle in x,y-plane (0...2 PI). */
if (rad == 0.0)
{
phi = 0.0;
}
else
{
if (x < 0.0)
{
phi = 3.0 * M_PI_2 - asin(y / rad);
}
else
{
phi = M_PI_2 + asin(y / rad);
}
}
return(z + rad + (DBL)TPat->Vals.Arms * phi / TWO_M_PI + turb_val);
}
/*****************************************************************************
*
* FUNCTION
*
* spiral2
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* Dieter Bayer
*
* DESCRIPTION
* Spiral whirles around z-axis.
* The number of "arms" is defined in the TPat.
*
* CHANGES
* Aug 1994 : Creation.
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL spiral2(EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
DBL rad, phi, turb_val;
DBL x = EPoint[X];
DBL y = EPoint[Y];
DBL z = EPoint[Z];
TURB *Turb;
if ((Turb=Search_For_Turb(TPat->Warps)) != NULL)
{
turb_val = Turb->Turbulence[X] * Turbulence(EPoint,Turb);
}
else
{
turb_val = 0.0;
}
/* Get distance from z-axis. */
rad = sqrt(x * x + y * y);
/* Get angle in x,y-plane (0...2 PI) */
if (rad == 0.0)
{
phi = 0.0;
}
else
{
if (x < 0.0)
{
phi = 3.0 * M_PI_2 - asin(y / rad);
}
else
{
phi = M_PI_2 + asin(y / rad);
}
}
turb_val = Triangle_Wave(z + rad + (DBL)TPat->Vals.Arms * phi / TWO_M_PI +
turb_val);
return(Triangle_Wave(rad) + turb_val);
}
/*****************************************************************************
*
* FUNCTION
*
* wood
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
static DBL wood (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
register DBL length;
VECTOR WoodTurbulence;
VECTOR point;
DBL x=EPoint[X];
DBL y=EPoint[Y];
TURB *Turb;
if ((Turb=Search_For_Turb(TPat->Warps)) != NULL)
{
DTurbulence (WoodTurbulence, EPoint,Turb);
point[X] = cycloidal((x + WoodTurbulence[X]) * Turb->Turbulence[X]);
point[Y] = cycloidal((y + WoodTurbulence[Y]) * Turb->Turbulence[Y]);
}
else
{
point[X] = 0.0;
point[Y] = 0.0;
}
point[Z] = 0.0;
point[X] += x;
point[Y] += y;
/* point[Z] += z; Deleted per David Buck -- BP 7/91 */
VLength (length, point);
return(length);
}
/*****************************************************************************
*
* FUNCTION
*
* hexagon
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value exactly 0.0, 1.0 or 2.0
*
* AUTHOR
*
* Ernest MacDougal Campbell III
*
* DESCRIPTION
*
* TriHex pattern -- Ernest MacDougal Campbell III (EMC3) 11/23/92
*
* Creates a hexagon pattern in the XZ plane.
*
* This algorithm is hard to explain. First it scales the point to make
* a few of the later calculations easier, then maps some points to be
* closer to the Origin. A small area in the first quadrant is subdivided
* into a 6 x 6 grid. The position of the point mapped into that grid
* determines its color. For some points, just the grid location is enough,
* but for others, we have to calculate which half of the block it's in
* (this is where the atan2() function comes in handy).
*
* CHANGES
* Nov 1992 : Creation.
* Oct 1994 : adapted from pigment by [CY]
*
******************************************************************************/
#define xfactor 0.5; /* each triangle is split in half for the grid */
#define zfactor 0.866025404; /* sqrt(3)/2 -- Height of an equilateral triangle */
static DBL hexagon (EPoint)
VECTOR EPoint;
{
int xm, zm;
int brkindx;
DBL xs, zs, xl, zl, value = 0.0;
DBL x=EPoint[X];
DBL z=EPoint[Z];
/* Keep all numbers positive. Also, if z is negative, map it in such a
* way as to avoid mirroring across the x-axis. The value 5.196152424
* is (sqrt(3)/2) * 6 (because the grid is 6 blocks high)
*/
x = fabs(x);
/* Avoid mirroring across x-axis. */
z = z < 0.0 ? 5.196152424 - fabs(z) : z;
/* Scale point to make calcs easier. */
xs = x/xfactor;
zs = z/zfactor;
/* Map points into the 6 x 6 grid where the basic formula works. */
xs -= floor(xs/6.0) * 6.0;
zs -= floor(zs/6.0) * 6.0;
/* Get a block in the 6 x 6 grid. */
xm = (int) FLOOR(xs) % 6;
zm = (int) FLOOR(zs) % 6;
switch (xm)
{
/* These are easy cases: Color depends only on xm and zm. */
case 0:
case 5:
switch (zm)
{
case 0:
case 5: value = 0; break;
case 1:
case 2: value = 1; break;
case 3:
case 4: value = 2; break;
}
break;
case 2:
case 3:
switch (zm)
{
case 0:
case 1: value = 2; break;
case 2:
case 3: value = 0; break;
case 4:
case 5: value = 1; break;
}
break;
/* These cases are harder. These blocks are divided diagonally
* by the angled edges of the hexagons. Some slope positive, and
* others negative. We flip the x value of the negatively sloped
* pieces. Then we check to see if the point in question falls
* in the upper or lower half of the block. That info, plus the
* z status of the block determines the color.
*/
case 1:
case 4:
/* Map the point into the block at the origin. */
xl = xs-xm;
zl = zs-zm;
/* These blocks have negative slopes so we flip it horizontally. */
if (((xm + zm) % 2) == 1)
{
xl = 1.0 - xl;
}
/* Avoid a divide-by-zero error. */
if (xl == 0.0)
{
xl = 0.0001;
}
/* Is the angle less-than or greater-than 45 degrees? */
brkindx = (zl / xl) < 1.0;
/* was...
* brkindx = (atan2(zl,xl) < (45 * M_PI_180));
* ...but because of the mapping, it's easier and cheaper,
* CPU-wise, to just use a good ol' slope.
*/
switch (brkindx)
{
case TRUE:
switch (zm)
{
case 0:
case 3: value = 0; break;
case 2:
case 5: value = 1; break;
case 1:
case 4: value = 2; break;
}
break;
case FALSE:
switch (zm)
{
case 0:
case 3: value = 2; break;
case 2:
case 5: value = 0; break;
case 1:
case 4: value = 1; break;
}
break;
}
}
value = fmod(value, 3.0);
return(value);
}
/*****************************************************************************
*
* FUNCTION
*
* PickInCube(tv, p1)
*
* INPUT
*
* ?
*
* OUTPUT
*
* RETURNS
*
* long integer hash function used, to speed up cacheing.
*
* AUTHOR
*
* Jim McElhiney
*
* DESCRIPTION
*
* A subroutine to go with crackle.
*
* Pick a random point in the same unit-sized cube as tv, in a
* predictable way, so that when called again with another point in
* the same unit cube, p1 is picked to be the same.
*
* CHANGES
*
******************************************************************************/
static long PickInCube(tv, p1)
VECTOR tv, p1;
{
int seed;
VECTOR flo;
/*
* This uses floor() not FLOOR, so it will not be a mirror
* image about zero in the range -1.0 to 1.0. The viewer
* won't see an artefact around the origin.
*/
flo[X] = floor(tv[X] - EPSILON);
flo[Y] = floor(tv[Y] - EPSILON);
flo[Z] = floor(tv[Z] - EPSILON);
seed = Hash3d((int)flo[X], (int)flo[Y], (int)flo[Z]);
POV_SRAND(seed);
p1[X] = flo[X] + FRAND();
p1[Y] = flo[Y] + FRAND();
p1[Z] = flo[Z] + FRAND();
return((long)seed);
}
/*****************************************************************************
*
* FUNCTION
*
* Evaluate_Pattern
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL result usual 0.0 to 1.0 but may be 2.0 in hexagon
*
* AUTHOR
*
* adapted from Add_Pigment by Chris Young
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
DBL Evaluate_TPat (TPat, EPoint)
TPATTERN *TPat;
VECTOR EPoint;
{
DBL value = 0.0;
VECTOR TPoint;
Warp_EPoint (TPoint, EPoint, TPat);
switch (TPat->Type)
{
case AGATE_PATTERN: value = agate (TPoint, TPat); break;
case BOZO_PATTERN:
case SPOTTED_PATTERN:
case BUMPS_PATTERN: value = Noise (TPoint); break;
case BRICK_PATTERN: value = brick (TPoint, TPat); break;
case CHECKER_PATTERN: value = checker (TPoint); break;
case CRACKLE_PATTERN: value = crackle (TPoint); break;
case GRADIENT_PATTERN: value = gradient (TPoint, TPat); break;
case GRANITE_PATTERN: value = granite (TPoint); break;
case HEXAGON_PATTERN: value = hexagon (TPoint); break;
case LEOPARD_PATTERN: value = leopard (TPoint); break;
case MANDEL_PATTERN: value = mandel (TPoint, TPat); break;
case MARBLE_PATTERN: value = marble (TPoint, TPat); break;
case ONION_PATTERN: value = onion (TPoint); break;
case RADIAL_PATTERN: value = radial (TPoint); break;
case SPIRAL1_PATTERN: value = spiral1 (TPoint, TPat); break;
case SPIRAL2_PATTERN: value = spiral2 (TPoint, TPat); break;
case PATTERN1_PATTERN: value = pattern1 (TPoint, TPat); break;
case PATTERN2_PATTERN: value = pattern2 (TPoint, TPat); break;
case PATTERN3_PATTERN: value = pattern3 (TPoint, TPat); break;
case WOOD_PATTERN: value = wood (TPoint, TPat); break;
case WAVES_PATTERN: value = waves_pigm (TPoint, TPat); break;
case RIPPLES_PATTERN: value = ripples_pigm (TPoint, TPat); break;
case WRINKLES_PATTERN: value = wrinkles_pigm (TPoint); break;
case DENTS_PATTERN: value = dents_pigm (TPoint); break;
case QUILTED_PATTERN: value = quilted_pigm (TPoint, TPat); break;
default: Error("Problem in Evaluate_TPat.");
}
if (TPat->Frequency !=0.0)
{
value = fmod(value * TPat->Frequency + TPat->Phase, 1.00001);
}
/* allow negative Frequency */
if (value < 0.0)
{
value -= floor(value);
}
switch (TPat->Wave_Type)
{
case RAMP_WAVE:
break;
case SINE_WAVE:
value = (1.0+cycloidal(value))*0.5;
break;
case TRIANGLE_WAVE:
value = Triangle_Wave(value);
break;
case SCALLOP_WAVE:
value = fabs(cycloidal(value*0.5));
break;
default: Error("Unknown Wave Type %d.",TPat->Wave_Type);
}
return(value);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Init_TPat_Fields (Tpat)
TPATTERN *Tpat;
{
Tpat->Type = NO_PATTERN;
Tpat->Wave_Type = RAMP_WAVE;
Tpat->Flags = NO_FLAGS;
Tpat->References = 1;
Tpat->Frequency = 1.0;
Tpat->Phase = 0.0;
Tpat->Warps = NULL;
Tpat->Next = NULL;
Tpat->Blend_Map = NULL;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Copy_TPat_Fields (New, Old)
TPATTERN *New, *Old;
{
*New = *Old;
/* Copy warp chain */
New->Warps = Copy_Warps(Old->Warps);
New->Blend_Map = Copy_Blend_Map(Old->Blend_Map);
/* Note, cannot copy Old->Next because we don't know what kind of
thing this is. It must be copied by Copy_Pigment, Copy_Tnormal etc.
*/
if (Old->Type == BITMAP_PATTERN)
{
New->Vals.Image = Copy_Image(Old->Vals.Image);
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Destroy_TPat_Fields(Tpat)
TPATTERN *Tpat;
{
Destroy_Warps(Tpat->Warps);
Destroy_Blend_Map(Tpat->Blend_Map);
/* Note, cannot destroy Tpat->Next nor pattern itself because we don't
know what kind of thing this is. It must be destroied by Destroy_Pigment, etc.
*/
if (Tpat->Type == BITMAP_PATTERN)
{
Destroy_Image(Tpat->Vals.Image);
}
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
TURB *Create_Turb()
{
TURB *New;
New = POV_MALLOC(sizeof(TURB),"turbulence struct");
Make_Vector(New->Turbulence, 0.0, 0.0, 0.0);
New->Octaves = 6;
New->Omega = 0.5;
New->Lambda = 2.0;
return(New);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
#if 0 /* Unused function [AED] */
static TURB *Copy_Turb(Old)
TURB *Old;
{
TURB *New;
if (Old != NULL)
{
New = Create_Turb();
*New = *Old;
}
else
{
New=NULL;
}
return(New);
}
#endif
/*****************************************************************************
*
* FUNCTION
*
* Translate_Tpattern
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Translate_Tpattern(Tpattern,Vector)
TPATTERN *Tpattern;
VECTOR Vector;
{
TRANSFORM Trans;
if (Tpattern != NULL)
{
Compute_Translation_Transform (&Trans, Vector);
Transform_Tpattern (Tpattern, &Trans);
}
}
/*****************************************************************************
*
* FUNCTION
*
* Rotate_Tpattern
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Rotate_Tpattern(Tpattern,Vector)
TPATTERN *Tpattern;
VECTOR Vector;
{
TRANSFORM Trans;
if (Tpattern != NULL)
{
Compute_Rotation_Transform (&Trans, Vector);
Transform_Tpattern (Tpattern, &Trans);
}
}
/*****************************************************************************
*
* FUNCTION
*
* Scale_Tpattern
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Scale_Tpattern(Tpattern,Vector)
TPATTERN *Tpattern;
VECTOR Vector;
{
TRANSFORM Trans;
if (Tpattern != NULL)
{
Compute_Scaling_Transform (&Trans, Vector);
Transform_Tpattern (Tpattern, &Trans);
}
}
/*****************************************************************************
*
* FUNCTION
*
* Transform_Tpattern
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Transform_Tpattern(Tpattern,Trans)
TPATTERN *Tpattern;
TRANSFORM *Trans;
{
WARP *Temp;
if (Tpattern != NULL)
{
if (Tpattern->Warps == NULL)
{
Tpattern->Warps=Create_Warp(TRANSFORM_WARP);
}
else
{
if (Tpattern->Warps->Warp_Type != TRANSFORM_WARP)
{
Temp=Tpattern->Warps;
Tpattern->Warps=Create_Warp(TRANSFORM_WARP);
Tpattern->Warps->Next_Warp=Temp;
}
}
Compose_Transforms (&( ((TRANS *)(Tpattern->Warps))->Trans), Trans);
}
}
/*****************************************************************************
*
* FUNCTION
*
* ripples_pigm
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION : Note this pattern is only used for pigments and textures.
* Normals have a specialized pattern for this.
*
* CHANGES
* Nov 1994 : adapted from normal by [CY]
*
******************************************************************************/
static DBL ripples_pigm (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
register unsigned int i;
register DBL length, index;
DBL scalar =0.0;
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 * TPat->Frequency + TPat->Phase;
scalar += cycloidal(index);
}
scalar = 0.5*(1.0+(scalar / (DBL)Number_Of_Waves));
return(scalar);
}
/*****************************************************************************
*
* FUNCTION
*
* waves_pigm
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
* TPat -- Texture pattern struct
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION : Note this pattern is only used for pigments and textures.
* Normals have a specialized pattern for this.
*
* CHANGES
* Nov 1994 : adapted from normal by [CY]
*
******************************************************************************/
static DBL waves_pigm (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
register unsigned int i;
register DBL length, index;
DBL scalar = 0.0;
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 * TPat->Frequency * frequency[i] + TPat->Phase;
scalar += cycloidal(index)/frequency[i];
}
scalar = 0.2*(2.5+(scalar / (DBL)Number_Of_Waves));
return(scalar);
}
/*****************************************************************************
*
* FUNCTION
*
* dents_pigm
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION : Note this pattern is only used for pigments and textures.
* Normals have a specialized pattern for this.
*
* CHANGES
* Nov 1994 : adapted from normal by [CY]
*
******************************************************************************/
static DBL dents_pigm (EPoint)
VECTOR EPoint;
{
DBL noise;
noise = Noise (EPoint);
return(noise * noise * noise);
}
/*****************************************************************************
*
* FUNCTION
*
* wrinkles_pigm
*
* INPUT
*
* EPoint -- The point in 3d space at which the pattern
* is evaluated.
*
* OUTPUT
*
* RETURNS
*
* DBL value in the range 0.0 to 1.0
*
* AUTHOR
*
* POV-Ray Team
*
* DESCRIPTION : Note this pattern is only used for pigments and textures.
* Normals have a specialized pattern for this.
*
* CHANGES
* Nov 1994 : adapted from normal by [CY]
*
******************************************************************************/
static DBL wrinkles_pigm (EPoint)
VECTOR EPoint;
{
register int i;
DBL lambda = 2.0;
DBL omega = 0.5;
DBL value;
VECTOR temp;
value = Noise(EPoint);
for (i = 1; i < 10; i++)
{
VScale(temp,EPoint,lambda);
value += omega * Noise(temp);
lambda *= 2.0;
omega *= 0.5;
}
return(value/2.0);
}
/*****************************************************************************
*
* FUNCTION
*
* quilted_pigm
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* Dan Farmer & Chris Young
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static DBL quilted_pigm (EPoint, TPat)
VECTOR EPoint;
TPATTERN *TPat;
{
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, TPat->Vals.Quilted.Control0, TPat->Vals.Quilted.Control1);
value[X] *= t;
value[Y] *= t;
value[Z] *= t;
return((fabs(value[X])+fabs(value[Y])+fabs(value[Z]))/3.0);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
#define INV_SQRT_3_4 1.154700538
DBL quilt_cubic(t,p1,p2)
DBL t,p1,p2;
{
DBL it=(1-t);
DBL itsqrd=it*it;
/* DBL itcubed=it*itsqrd; */
DBL tsqrd=t*t;
DBL tcubed=t*tsqrd;
DBL val;
/* Originally coded as...
val= (DBL)(itcubed*n1+(tcubed)*n2+3*t*(itsqrd)*p1+3*(tsqrd)*(it)*p2);
re-written by CEY to optimise because n1=0 n2=1 always.
*/
val = (tcubed + 3.0*t*itsqrd*p1 + 3.0*tsqrd*it*p2) * INV_SQRT_3_4;
return(val);
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
void Search_Blend_Map (value,Blend_Map,Prev,Cur)
DBL value;
BLEND_MAP *Blend_Map;
BLEND_MAP_ENTRY **Prev, **Cur;
{
BLEND_MAP_ENTRY *P, *C;
int Max_Ent=Blend_Map->Number_Of_Entries-1;
/* if greater than last, use last. */
if (value >= Blend_Map->Blend_Map_Entries[Max_Ent].value)
{
P = C = &(Blend_Map->Blend_Map_Entries[Max_Ent]);
}
else
{
P = C = &(Blend_Map->Blend_Map_Entries[0]);
while (value > C->value)
{
P = C++;
}
}
if (value == C->value)
{
P = C;
}
*Prev = P;
*Cur = C;
}
/*****************************************************************************
*
* FUNCTION
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
* DESCRIPTION
*
* CHANGES
*
******************************************************************************/
static TURB *Search_For_Turb(Warps)
WARP *Warps;
{
WARP* Temp=Warps;
if (Temp!=NULL)
{
while (Temp->Next_Warp != NULL)
{
Temp=Temp->Next_Warp;
}
if (Temp->Warp_Type != CLASSIC_TURB_WARP)
{
Temp=NULL;
}
}
return ((TURB *)Temp);
}