forked from bartvdbraak/blender
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!
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@ -191,38 +191,6 @@ void end_render_textures()
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}
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/* ************************** */
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static int clouds(Tex *tex, float *texvec)
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{
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float (*turbfunc)(float, float, float, float, int);
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if(tex->noisetype==TEX_NOISESOFT) turbfunc= BLI_turbulence;
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else turbfunc= BLI_turbulence1;
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Tin= turbfunc(tex->noisesize, texvec[0], texvec[1], texvec[2], tex->noisedepth);
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if(tex->stype==1) {
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Tr= Tin;
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Tg= turbfunc(tex->noisesize, texvec[1], texvec[0], texvec[2], tex->noisedepth);
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Tb= turbfunc(tex->noisesize,texvec[1],texvec[2],texvec[0], tex->noisedepth);
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BRICONRGB;
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Ta= 1.0;
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return 1;
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}
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BRICON;
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if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
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return 0;
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}
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/* ------------------------------------------------------------------------- */
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static int blend(Tex *tex, float *texvec)
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@ -271,65 +239,130 @@ static int blend(Tex *tex, float *texvec)
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}
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/* ------------------------------------------------------------------------- */
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/* ************************************************************************* */
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/* clouds, wood & marble updated to do proper bumpmapping */
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/* 0.025 seems reasonable value for offset */
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#define B_OFFS 0.025
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static int wood(Tex *tex, float *texvec)
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static int clouds(Tex *tex, float *texvec)
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{
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float (*turbfunc)(float, float, float, float, int);
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int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
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if (tex->noisetype==TEX_NOISESOFT) turbfunc = BLI_turbulence;
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else turbfunc = BLI_turbulence1;
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Tin = turbfunc(tex->noisesize, texvec[0], texvec[1], texvec[2], tex->noisedepth);
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if (tex->nor!=NULL) {
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/* calculate bumpnormal */
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tex->nor[0] = Tin - turbfunc(tex->noisesize, texvec[0] + B_OFFS, texvec[1], texvec[2], tex->noisedepth);
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tex->nor[1] = Tin - turbfunc(tex->noisesize, texvec[0], texvec[1] + B_OFFS, texvec[2], tex->noisedepth);
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tex->nor[2] = Tin - turbfunc(tex->noisesize, texvec[0], texvec[1], texvec[2] + B_OFFS, tex->noisedepth);
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rv += 2;
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}
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if (tex->stype==1) {
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/* in this case, int. value should really be computed from color,
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and bumpnormal from that, would be too slow, looks ok as is */
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Tr = Tin;
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Tg = turbfunc(tex->noisesize, texvec[1], texvec[0], texvec[2], tex->noisedepth);
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Tb = turbfunc(tex->noisesize, texvec[1], texvec[2], texvec[0], tex->noisedepth);
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BRICONRGB;
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Ta = 1.0;
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return (rv+1);
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}
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BRICON;
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if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
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return rv;
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}
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/* computes basic wood intensity value at x,y,z */
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static float wood_int(Tex *tex, float x, float y, float z)
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{
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float (*noisefunc)(float, float, float, float);
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float wi=0;
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if (tex->noisetype==TEX_NOISESOFT) noisefunc = BLI_hnoise;
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else noisefunc = BLI_hnoisep;
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if(tex->stype==0) {
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Tin= 0.5+0.5*sin( (texvec[0]+texvec[1]+texvec[2])*10.0 );
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}
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else if(tex->stype==1) {
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Tin= 0.5+0.5*sin( sqrt(texvec[0]*texvec[0]+texvec[1]*texvec[1]+texvec[2]*texvec[2])*20.0 );
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}
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if (tex->stype==0)
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wi = 0.5 + 0.5*sin((x + y + z)*10.0);
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else if (tex->stype==1)
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wi = 0.5 + 0.5*sin(sqrt(x*x + y*y + z*z)*20.0);
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else if (tex->stype==2) {
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Tin= noisefunc(tex->noisesize, texvec[0], texvec[1], texvec[2]);
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Tin= 0.5+ 0.5*sin(tex->turbul*Tin+(texvec[0]+texvec[1]+texvec[2])*10.0);
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wi = noisefunc(tex->noisesize, x, y, z);
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wi = 0.5 + 0.5*sin(tex->turbul*wi + (x + y + z)*10.0);
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}
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else if (tex->stype==3) {
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Tin= noisefunc(tex->noisesize, texvec[0], texvec[1], texvec[2]);
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Tin= 0.5+ 0.5*sin(tex->turbul*Tin+(sqrt(texvec[0]*texvec[0]+texvec[1]*texvec[1]+texvec[2]*texvec[2]))*20.0);
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wi = noisefunc(tex->noisesize, x, y, z);
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wi = 0.5 + 0.5*sin(tex->turbul*wi + (sqrt(x*x + y*y + z*z))*20.0);
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}
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return wi;
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}
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static int wood(Tex *tex, float *texvec)
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{
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int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
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Tin = wood_int(tex, texvec[0], texvec[1], texvec[2]);
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if (tex->nor!=NULL) {
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/* calculate bumpnormal */
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tex->nor[0] = Tin - wood_int(tex, texvec[0] + B_OFFS, texvec[1], texvec[2]);
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tex->nor[1] = Tin - wood_int(tex, texvec[0], texvec[1] + B_OFFS, texvec[2]);
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tex->nor[2] = Tin - wood_int(tex, texvec[0], texvec[1], texvec[2] + B_OFFS);
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rv += 2;
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}
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BRICON;
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if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
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if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
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return 0;
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return rv;
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}
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/* ------------------------------------------------------------------------- */
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static int marble(Tex *tex, float *texvec)
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/* computes basic marble intensity at x,y,z */
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static float marble_int(Tex *tex, float x, float y, float z)
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{
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float n;
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float n, mi;
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float (*turbfunc)(float, float, float, float, int);
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if (tex->noisetype==TEX_NOISESOFT) turbfunc = BLI_turbulence;
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else turbfunc = BLI_turbulence1;
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n= 5.0*(texvec[0]+texvec[1]+texvec[2]);
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n = 5.0 * (x + y + z);
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Tin = 0.5+0.5*sin(n+tex->turbul*turbfunc(tex->noisesize, texvec[0],texvec[1],texvec[2], tex->noisedepth));
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mi = 0.5 + 0.5 * sin(n + tex->turbul*turbfunc(tex->noisesize, x, y, z, tex->noisedepth));
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if (tex->stype>=1) {
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mi = sqrt(mi);
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if (tex->stype==2) mi = sqrt(mi);
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}
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switch (tex->stype) {
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case 1:
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Tin= sqrt(Tin);
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break;
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case 2:
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Tin= sqrt(Tin);
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Tin= sqrt(Tin);
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break;
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return mi;
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}
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static int marble(Tex *tex, float *texvec)
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{
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int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
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Tin = marble_int(tex, texvec[0], texvec[1], texvec[2]);
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if (tex->nor!=NULL) {
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/* calculate bumpnormal */
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tex->nor[0] = Tin - marble_int(tex, texvec[0] + B_OFFS, texvec[1], texvec[2]);
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tex->nor[1] = Tin - marble_int(tex, texvec[0], texvec[1] + B_OFFS, texvec[2]);
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tex->nor[2] = Tin - marble_int(tex, texvec[0], texvec[1], texvec[2] + B_OFFS);
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rv += 2;
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}
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BRICON;
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if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
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if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
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return 0;
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return rv;
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}
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/* ------------------------------------------------------------------------- */
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