/**************************************************************************** * 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); }