blender/release/plugins/texture/clouds2.c

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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "math.h"
#include "plugin.h"
/* ******************** GLOBAL VARIABLES ***************** */
/* Texture name */
char name[24]= "Clouds2";
/* Subtype names must be less than 15 characters */
#define NR_TYPES 3
char stnames[NR_TYPES][16]= {"Intens", "Col", "Bump" };
/* Structure for buttons,
* butcode name default min max 0
*/
VarStruct varstr[]= {
{ NUM|FLO, "Offset", -0.5, -20.0, 20.0, ""},
{ NUM|INT, "Depth", 8.0, 1.0, 12.0, ""},
{ NUM|FLO, "Scale", 2.2, -20.0, 20.0, ""},
{ NUM|FLO, "Falloff", 1.0, -20.0, 20.0, ""}
};
/* The cast struct is for input in the main doit function
Varstr and Cast must have the same variables in the same order,
INCLUDING dummy variables for label fields. */
typedef struct Cast {
float offset;
int depth;
float txtscale;
float falloff;
} Cast;
/* result:
Intensity, R, G, B, Alpha, nor.x, nor.y, nor.z
*/
float result[8];
/* cfra: the current frame */
float cfra;
int plugin_tex_doit(int, Cast*, float*, float*, float*);
/* ******************** Fixed functions ***************** */
int plugin_tex_getversion(void)
{
return B_PLUGIN_VERSION;
}
void plugin_but_changed(int but)
{
}
void plugin_init(void)
{
}
/* this function should not be changed: */
void plugin_getinfo(PluginInfo *info)
{
info->name= name;
info->stypes= NR_TYPES;
info->nvars= sizeof(varstr)/sizeof(VarStruct);
info->snames= stnames[0];
info->result= result;
info->cfra= &cfra;
info->varstr= varstr;
info->init= plugin_init;
info->tex_doit= (TexDoit) plugin_tex_doit;
info->callback= plugin_but_changed;
}
/* ********************* the texture ******************** */
/* return 0: One channel texture
return 1: RGB texture
return 2: Normals texture */
int plugin_tex_doit(int stype, Cast *cast, float *texvec, float *dxt, float *dyt)
{
float val = 0.0;
float a = 1.0;
float p[3];
float tv[3];
int i;
tv[0]=(texvec[0]+1.0)/2.0;
tv[1]=(texvec[1]+1.0)/2.0;
tv[2]=(texvec[2]+1.0)/2.0;
p[0] = cast->txtscale * tv[0];
p[1] = cast->txtscale * tv[1];
p[2] = cast->txtscale * tv[2];
for (i=0; i<cast->depth; i++) {
val += a * hnoise(1.0, p[0], p[1], p[2]);
p[0] *= 2.0;
p[1] *= 2.0;
p[2] *= 2.0;
a *= 0.5;
}
/* always return this value */
result[0] = CLAMP (val+cast->offset, 0.0, 1.0) * pow (fabs(sqrt(tv[0]*tv[0]+tv[1]*tv[1]+tv[2]*tv[2])), cast->falloff);
if(stype==1) {
/* color? then return 1;
*
* this is r, g, b, a:
*/
result[1]= 0.5*result[0];
result[2]= 1.0-val;
result[3]= fsqrt(fabs(result[0]));
result[4]= 1.0;
return 1;
}
if(stype==2) {
/* normal? then return 2
*
* This value is the displacement of the actual normal in
* the Material calculation.
*/
result[5]+= val;
result[6]+= 1.0-val;
result[7]= 0.0;
return 2;
}
return 0;
}