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

@ -191,38 +191,6 @@ void end_render_textures()
}
/* ************************** */
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;
}
/* ------------------------------------------------------------------------- */
static int blend(Tex *tex, float *texvec)
@ -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 wood(Tex *tex, float *texvec)
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) {
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 );
}
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) {
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);
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) {
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);
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)
{
int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
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;
}
BRICON;
if(tex->flag & TEX_COLORBAND) return do_colorband(tex->coba);
if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
return 0;
return rv;
}
/* ------------------------------------------------------------------------- */
static int marble(Tex *tex, float *texvec)
/* computes basic marble intensity at x,y,z */
static float marble_int(Tex *tex, float x, float y, float z)
{
float n;
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*(texvec[0]+texvec[1]+texvec[2]);
n = 5.0 * (x + y + z);
Tin = 0.5+0.5*sin(n+tex->turbul*turbfunc(tex->noisesize, texvec[0],texvec[1],texvec[2], tex->noisedepth));
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);
}
switch (tex->stype) {
case 1:
Tin= sqrt(Tin);
break;
case 2:
Tin= sqrt(Tin);
Tin= sqrt(Tin);
break;
return mi;
}
static int marble(Tex *tex, float *texvec)
{
int rv=0; /* return value, int:0, col:1, nor:2, everything:3 */
Tin = marble_int(tex, texvec[0], texvec[1], texvec[2]);
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);
if (tex->flag & TEX_COLORBAND) return (rv + do_colorband(tex->coba));
return 0;
return rv;
}
/* ------------------------------------------------------------------------- */