Improved method to calculate normals for procedural textures such as

Marble, wood, clouds. Instead of the retarded (but faster :) old method
it now derives the normal based on displacement of a 'nabla' vector;
sampling the texture additionally with three little offsets in x, y and z.

Code provided by Eeshlo, and gratefully accepted!
This commit is contained in:
Ton Roosendaal 2004-01-10 12:41:47 +00:00
parent 9d78e1164b
commit b5071f367d

@ -173,7 +173,7 @@ void init_render_textures()
void end_render_texture(Tex *tex)
{
}
@ -182,45 +182,13 @@ void end_render_texture(Tex *tex)
void end_render_textures()
{
Tex *tex;
tex= G.main->tex.first;
while(tex) {
if(tex->id.us) end_render_texture(tex);
tex= tex->id.next;
}
}
/* ************************** */
static int clouds(Tex *tex, float *texvec)
{
float (*turbfunc)(float, float, float, float, int);
if(tex->noisetype==TEX_NOISESOFT) turbfunc= BLI_turbulence;
else turbfunc= BLI_turbulence1;
Tin= turbfunc(tex->noisesize, texvec[0], texvec[1], texvec[2], tex->noisedepth);
if(tex->stype==1) {
Tr= Tin;
Tg= turbfunc(tex->noisesize, texvec[1], texvec[0], texvec[2], tex->noisedepth);
Tb= turbfunc(tex->noisesize,texvec[1],texvec[2],texvec[0], tex->noisedepth);
BRICONRGB;
Ta= 1.0;
return 1;
}
BRICON;
if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
return 0;
}
/* ------------------------------------------------------------------------- */
@ -228,7 +196,7 @@ static int clouds(Tex *tex, float *texvec)
static int blend(Tex *tex, float *texvec)
{
float x, y, t;
if(tex->flag & TEX_FLIPBLEND) {
x= texvec[1];
y= texvec[0];
@ -237,7 +205,7 @@ static int blend(Tex *tex, float *texvec)
x= texvec[0];
y= texvec[1];
}
if(tex->stype==0) { /* lin */
Tin= (1.0+x)/2.0;
}
@ -263,7 +231,7 @@ static int blend(Tex *tex, float *texvec)
if(Tin<0.0) Tin= 0.0;
if(tex->stype==5) Tin*= Tin; /* halo */
}
BRICON;
if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
@ -271,65 +239,130 @@ static int blend(Tex *tex, float *texvec)
}
/* ------------------------------------------------------------------------- */
/* ************************************************************************* */
/* clouds, wood & marble updated to do proper bumpmapping */
/* 0.025 seems reasonable value for offset */
#define B_OFFS 0.025
static int clouds(Tex *tex, float *texvec)
{
float (*turbfunc)(float, float, float, float, int);
int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
if (tex->noisetype==TEX_NOISESOFT) turbfunc = BLI_turbulence;
else turbfunc = BLI_turbulence1;
Tin = turbfunc(tex->noisesize, texvec[0], texvec[1], texvec[2], tex->noisedepth);
if (tex->nor!=NULL) {
/* calculate bumpnormal */
tex->nor[0] = Tin - turbfunc(tex->noisesize, texvec[0] + B_OFFS, texvec[1], texvec[2], tex->noisedepth);
tex->nor[1] = Tin - turbfunc(tex->noisesize, texvec[0], texvec[1] + B_OFFS, texvec[2], tex->noisedepth);
tex->nor[2] = Tin - turbfunc(tex->noisesize, texvec[0], texvec[1], texvec[2] + B_OFFS, tex->noisedepth);
rv += 2;
}
if (tex->stype==1) {
/* in this case, int. value should really be computed from color,
and bumpnormal from that, would be too slow, looks ok as is */
Tr = Tin;
Tg = turbfunc(tex->noisesize, texvec[1], texvec[0], texvec[2], tex->noisedepth);
Tb = turbfunc(tex->noisesize, texvec[1], texvec[2], texvec[0], tex->noisedepth);
BRICONRGB;
Ta = 1.0;
return (rv+1);
}
BRICON;
if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
return rv;
}
/* computes basic wood intensity value at x,y,z */
static float wood_int(Tex *tex, float x, float y, float z)
{
float (*noisefunc)(float, float, float, float);
float wi=0;
if (tex->noisetype==TEX_NOISESOFT) noisefunc = BLI_hnoise;
else noisefunc = BLI_hnoisep;
if (tex->stype==0)
wi = 0.5 + 0.5*sin((x + y + z)*10.0);
else if (tex->stype==1)
wi = 0.5 + 0.5*sin(sqrt(x*x + y*y + z*z)*20.0);
else if (tex->stype==2) {
wi = noisefunc(tex->noisesize, x, y, z);
wi = 0.5 + 0.5*sin(tex->turbul*wi + (x + y + z)*10.0);
}
else if (tex->stype==3) {
wi = noisefunc(tex->noisesize, x, y, z);
wi = 0.5 + 0.5*sin(tex->turbul*wi + (sqrt(x*x + y*y + z*z))*20.0);
}
return wi;
}
static int wood(Tex *tex, float *texvec)
{
float (*noisefunc)(float, float, float, float);
int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
if(tex->noisetype==TEX_NOISESOFT) noisefunc= BLI_hnoise;
else noisefunc= BLI_hnoisep;
Tin = wood_int(tex, texvec[0], texvec[1], texvec[2]);
if (tex->nor!=NULL) {
/* calculate bumpnormal */
tex->nor[0] = Tin - wood_int(tex, texvec[0] + B_OFFS, texvec[1], texvec[2]);
tex->nor[1] = Tin - wood_int(tex, texvec[0], texvec[1] + B_OFFS, texvec[2]);
tex->nor[2] = Tin - wood_int(tex, texvec[0], texvec[1], texvec[2] + B_OFFS);
rv += 2;
}
if(tex->stype==0) {
Tin= 0.5+0.5*sin( (texvec[0]+texvec[1]+texvec[2])*10.0 );
}
else if(tex->stype==1) {
Tin= 0.5+0.5*sin( sqrt(texvec[0]*texvec[0]+texvec[1]*texvec[1]+texvec[2]*texvec[2])*20.0 );
}
else if(tex->stype==2) {
Tin= noisefunc(tex->noisesize, texvec[0], texvec[1], texvec[2]);
Tin= 0.5+ 0.5*sin(tex->turbul*Tin+(texvec[0]+texvec[1]+texvec[2])*10.0);
}
else if(tex->stype==3) {
Tin= noisefunc(tex->noisesize, texvec[0], texvec[1], texvec[2]);
Tin= 0.5+ 0.5*sin(tex->turbul*Tin+(sqrt(texvec[0]*texvec[0]+texvec[1]*texvec[1]+texvec[2]*texvec[2]))*20.0);
}
BRICON;
if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
return 0;
if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
return rv;
}
/* ------------------------------------------------------------------------- */
/* computes basic marble intensity at x,y,z */
static float marble_int(Tex *tex, float x, float y, float z)
{
float n, mi;
float (*turbfunc)(float, float, float, float, int);
if (tex->noisetype==TEX_NOISESOFT) turbfunc = BLI_turbulence;
else turbfunc = BLI_turbulence1;
n = 5.0 * (x + y + z);
mi = 0.5 + 0.5 * sin(n + tex->turbul*turbfunc(tex->noisesize, x, y, z, tex->noisedepth));
if (tex->stype>=1) {
mi = sqrt(mi);
if (tex->stype==2) mi = sqrt(mi);
}
return mi;
}
static int marble(Tex *tex, float *texvec)
{
float n;
float (*turbfunc)(float, float, float, float, int);
int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
if(tex->noisetype==TEX_NOISESOFT) turbfunc= BLI_turbulence;
else turbfunc= BLI_turbulence1;
n= 5.0*(texvec[0]+texvec[1]+texvec[2]);
Tin = marble_int(tex, texvec[0], texvec[1], texvec[2]);
Tin = 0.5+0.5*sin(n+tex->turbul*turbfunc(tex->noisesize, texvec[0],texvec[1],texvec[2], tex->noisedepth));
switch (tex->stype) {
case 1:
Tin= sqrt(Tin);
break;
case 2:
Tin= sqrt(Tin);
Tin= sqrt(Tin);
break;
if (tex->nor!=NULL) {
/* calculate bumpnormal */
tex->nor[0] = Tin - marble_int(tex, texvec[0] + B_OFFS, texvec[1], texvec[2]);
tex->nor[1] = Tin - marble_int(tex, texvec[0], texvec[1] + B_OFFS, texvec[2]);
tex->nor[2] = Tin - marble_int(tex, texvec[0], texvec[1], texvec[2] + B_OFFS);
rv += 2;
}
BRICON;
if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
return 0;
if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
return rv;
}
/* ------------------------------------------------------------------------- */
@ -341,7 +374,7 @@ static int magic(Tex *tex, float *texvec)
n= tex->noisedepth;
turb= tex->turbul/5.0;
x= sin( ( texvec[0]+texvec[1]+texvec[2])*5.0 );
y= cos( (-texvec[0]+texvec[1]-texvec[2])*5.0 );
z= -cos( (-texvec[0]-texvec[1]+texvec[2])*5.0 );
@ -419,7 +452,7 @@ static int stucci(Tex *tex, float *texvec)
else noisefunc= BLI_hnoisep;
ofs= tex->turbul/200.0;
b2= noisefunc(tex->noisesize, texvec[0], texvec[1], texvec[2]);
if(tex->stype) ofs*=(b2*b2);
vec[0]= b2-noisefunc(tex->noisesize, texvec[0]+ofs, texvec[1], texvec[2]);
@ -436,7 +469,7 @@ static int stucci(Tex *tex, float *texvec)
tex->nor[1]= -vec[1];
tex->nor[2]= -vec[2];
}
return 2;
}
@ -471,13 +504,13 @@ static int plugintex(Tex *tex, float *texvec, float *dxt, float *dyt, int osatex
{
PluginTex *pit;
int rgbnor=0;
Tin= 0.0;
pit= tex->plugin;
if(pit && pit->doit) {
if(tex->nor) {
VECCOPY(pit->result+5, tex->nor);
VECCOPY(pit->result+5, tex->nor);
}
if(osatex) rgbnor= ((TexDoit)pit->doit)(tex->stype, pit->data, texvec, dxt, dyt);
else rgbnor= ((TexDoit)pit->doit)(tex->stype, pit->data, texvec, 0, 0);
@ -531,7 +564,7 @@ void spheremap(float x, float y, float z, float *adr1, float *adr2)
if(x==0.0 && y==0.0) *adr1= 0.0; /* othwise domain error */
else *adr1 = (1.0 - atan2(x,y)/M_PI )/2.0;
z/=len;
*adr2 = 1.0- saacos(z)/M_PI;
}
@ -551,7 +584,7 @@ static int cubemap_glob(MTex *mtex, VlakRen *vlr, float x, float y, float z, flo
VECCOPY(nor, vlr->n);
}
MTC_Mat4Mul3Vecfl(R.viewinv, nor);
x1= fabs(nor[0]);
y1= fabs(nor[1]);
z1= fabs(nor[2]);
@ -942,11 +975,11 @@ void do_material_tex(ShadeInput *shi)
norvec[0]= norvec[1]= norvec[2]= 0.0;
}
else tex->nor= NULL;
if(tex->type==TEX_IMAGE) {
/* new: first swap coords, then map, then trans/scale */
/* placement */
if(mtex->projx) texvec[0]= co[mtex->projx-1];
else texvec[0]= 0.0;
@ -975,7 +1008,7 @@ void do_material_tex(ShadeInput *shi)
}
do_2d_mapping(mtex, texvec, shi->vlr, dxt, dyt);
/* translate and scale */
texvec[0]= mtex->size[0]*(texvec[0]-0.5) +mtex->ofs[0]+0.5;
texvec[1]= mtex->size[1]*(texvec[1]-0.5) +mtex->ofs[1]+0.5;
@ -991,13 +1024,13 @@ void do_material_tex(ShadeInput *shi)
/* placement */
if(mtex->projx) texvec[0]= mtex->size[0]*(co[mtex->projx-1]+mtex->ofs[0]);
else texvec[0]= mtex->size[0]*(mtex->ofs[0]);
if(mtex->projy) texvec[1]= mtex->size[1]*(co[mtex->projy-1]+mtex->ofs[1]);
else texvec[1]= mtex->size[1]*(mtex->ofs[1]);
if(mtex->projz) texvec[2]= mtex->size[2]*(co[mtex->projz-1]+mtex->ofs[2]);
else texvec[2]= mtex->size[2]*(mtex->ofs[2]);
if(shi->osatex) {
if(mtex->projx) {
dxt[0]= mtex->size[0]*dx[mtex->projx-1];
@ -1018,9 +1051,9 @@ void do_material_tex(ShadeInput *shi)
}
rgbnor= multitex(tex, texvec, dxt, dyt, shi->osatex);
/* texture output */
if( (rgbnor & TEX_RGB) && (mtex->texflag & MTEX_RGBTOINT)) {
Tin= (0.35*Tr+0.45*Tg+0.2*Tb);
rgbnor-= 1;
@ -1062,7 +1095,7 @@ void do_material_tex(ShadeInput *shi)
float co= 0.5*cos(Tin-0.5);
float si= 0.5*sin(Tin-0.5);
float f1, f2;
f1= shi->vn[0];
f2= shi->vn[1];
tex->nor[0]= f1*co+f2*si;
@ -1074,10 +1107,10 @@ void do_material_tex(ShadeInput *shi)
}
}
/* mapping */
if(mtex->mapto & (MAP_COL+MAP_COLSPEC+MAP_COLMIR)) {
if((rgbnor & TEX_RGB)==0) {
Tr= mtex->r;
Tg= mtex->g;
@ -1178,7 +1211,7 @@ void do_material_tex(ShadeInput *shi)
calc_R_ref(shi);
}
}
if( mtex->mapto & MAP_DISPLACE ) {
/* we check for == here, not '&', to limit it to stucci for now */
/* otherwise image texture bump is used, which is plain ugly */
@ -1186,7 +1219,7 @@ void do_material_tex(ShadeInput *shi)
if(tex->nor) {
if(mtex->maptoneg & MAP_DISPLACE) tex->norfac= -mtex->norfac;
else tex->norfac= mtex->norfac;
shi->displace[0]+= Tnor*tex->norfac*tex->nor[0];
shi->displace[1]+= Tnor*tex->norfac*tex->nor[1];
shi->displace[2]+= Tnor*tex->norfac*tex->nor[2];
@ -1204,7 +1237,7 @@ void do_material_tex(ShadeInput *shi)
else {
factt= (Tin-0.5)*mtex->varfac; facmm= 1.0-factt;
}
if(mtex->blendtype==MTEX_BLEND) {
shi->displace[0]= factt*shi->vn[0] + facmm*shi->displace[0];
shi->displace[1]= factt*shi->vn[1] + facmm*shi->displace[1];
@ -1230,7 +1263,7 @@ void do_material_tex(ShadeInput *shi)
if(Talpha) Tin= Ta;
else Tin= (0.35*Tr+0.45*Tg+0.2*Tb);
}
fact= Tin*mtex->varfac;
facm= 1.0-fact;
if(mtex->blendtype==MTEX_MUL) facmul= 1.0-mtex->varfac;
@ -1239,7 +1272,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_REF) {
if(mtex->maptoneg & MAP_REF) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND)
shi->matren->ref= factt*mtex->def_var+ facmm*mat_ref->ref;
else if(mtex->blendtype==MTEX_MUL)
@ -1253,7 +1286,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_SPEC) {
if(mtex->maptoneg & MAP_SPEC) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND)
shi->matren->spec= factt*mtex->def_var+ facmm*mat_spec->spec;
else if(mtex->blendtype==MTEX_MUL)
@ -1267,7 +1300,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_EMIT) {
if(mtex->maptoneg & MAP_EMIT) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND)
shi->matren->emit= factt*mtex->def_var+ facmm*mat_emit->emit;
else if(mtex->blendtype==MTEX_MUL)
@ -1281,7 +1314,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_ALPHA) {
if(mtex->maptoneg & MAP_ALPHA) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND)
shi->matren->alpha= factt*mtex->def_var+ facmm*mat_alpha->alpha;
else if(mtex->blendtype==MTEX_MUL)
@ -1296,7 +1329,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_HAR) {
if(mtex->maptoneg & MAP_HAR) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND) {
shi->matren->har= 128.0*factt*mtex->def_var+ facmm*mat_har->har;
} else if(mtex->blendtype==MTEX_MUL) {
@ -1310,7 +1343,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_RAYMIRR) {
if(mtex->maptoneg & MAP_RAYMIRR) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND)
shi->matren->ray_mirror= factt*mtex->def_var+ facmm*mat_ray_mirr->ray_mirror;
else if(mtex->blendtype==MTEX_MUL)
@ -1325,7 +1358,7 @@ void do_material_tex(ShadeInput *shi)
if(mtex->mapto & MAP_TRANSLU) {
if(mtex->maptoneg & MAP_TRANSLU) {factt= facm; facmm= fact;}
else {factt= fact; facmm= facm;}
if(mtex->blendtype==MTEX_BLEND)
shi->matren->translucency= factt*mtex->def_var+ facmm*mat_translu->translucency;
else if(mtex->blendtype==MTEX_MUL)