DBL image_pattern(VECTOR EPoint, TPATTERN *TPattern)
{
  DBL xcoor = 0.0, ycoor = 0.0;
  int index;
  COLOUR colour;
  IMAGE *Image = TPattern->Vals.Image;
  DBL Value;

  Make_ColourA(colour, 0.0, 0.0, 0.0, 0.0, 0.0);

  /* going to have to change this */
  /* need to know if bump point is off of image for all 3 points */

  if (map(EPoint, (TPATTERN *) TPattern, &xcoor, &ycoor))
  {
    return 0.0;
  }
  else
  {
    image_colour_at(Image, xcoor, ycoor, colour, &index);
  }

  if (Image->Colour_Map == NULL || Image->Use_Colour_Flag)
  {
    if (Image->Use_Colour_Flag == USE_ALPHA)
    {
      /* use alpha channel or red channel */
      if ((Image->Image_Type & IS16BITIMAGE) == IS16BITIMAGE)
      {
        if (Image->data.rgb16_lines[0].transm != NULL)
          Value = colour[pTRANSM];
        else
          Value = colour[pRED];   /* otherwise, just use the red channel */
      }
      else
      {
        if (Image->data.rgb8_lines[0].transm != NULL)
          Value = colour[pTRANSM];
        else
          Value = colour[pRED];   /* otherwise, just use the red channel */
      }
    }
    else
      /* use grey-scaled version of the color */
      Value = GREY_SCALE(colour);
  }
  else
    Value = index / 255.0;

  if (Value<0) Value = 0;
  else if (Value>1.0) Value = 1.0;

  return Value;
}
void extract_colors(COLOUR Colour, unsigned char *Red, unsigned char  *Green, unsigned char  *Blue, unsigned char  *Alpha, DBL *grey)
{
  COLOUR ColourG;

  Clip_Colour(ColourG, Colour);
  gamma_correct(ColourG);

  if (opts.PaletteOption == GREY)
  {
    *grey = ColourG[pRED] * GREY_SCALE(ColourG);

    *Red = *Green = *Blue = (unsigned char)((*grey) * maxclr);
  }
  else
  {
    *Red   = (unsigned char)(ColourG[pRED]    * maxclr);
    *Green = (unsigned char)(ColourG[pGREEN]  * maxclr);
    *Blue  = (unsigned char)(ColourG[pBLUE]   * maxclr);
    *Alpha = (unsigned char)(ColourG[pTRANSM] * maxclr);
  }
}
void extract_colors_nocorrect(COLOUR Colour, unsigned char *Red, unsigned char  *Green, unsigned char  *Blue, unsigned char  *Alpha, DBL *grey)
{
  int RedU, GreenU, BlueU, AlphaU;

  if (opts.PaletteOption == GREY)
  {
    *grey = Colour[pRED] * GREY_SCALE(Colour);

    RedU = GreenU = BlueU = (int)((*grey) * maxclr);
    AlphaU = 0;
  }
  else
  {
    RedU   = (int)(Colour[pRED]    * maxclr);
    GreenU = (int)(Colour[pGREEN]  * maxclr);
    BlueU  = (int)(Colour[pBLUE]   * maxclr);
    AlphaU = (int)(Colour[pTRANSM] * maxclr);
  }

  if (RedU > UCHAR_MAX) RedU = UCHAR_MAX;
  else if (RedU < 0) RedU = 0;

  if (GreenU > UCHAR_MAX) GreenU = UCHAR_MAX;
  else if (GreenU < 0) GreenU = 0;

  if (BlueU > UCHAR_MAX) BlueU = UCHAR_MAX;
  else if (BlueU < 0) BlueU = 0;

  if (AlphaU > UCHAR_MAX) AlphaU = UCHAR_MAX;
  else if (AlphaU < 0) AlphaU = 0;

  *Red   = RedU;
  *Green = GreenU;
  *Blue  = BlueU;
  *Alpha = AlphaU;
}
void bump_map(VECTOR EPoint, TNORMAL *Tnormal, VECTOR normal)
{
  DBL xcoor = 0.0, ycoor = 0.0;
  int index, index2, index3;
  COLOUR colour1, colour2, colour3;
  VECTOR p1, p2, p3;
  VECTOR bump_normal;
  VECTOR xprime, yprime, zprime, Temp;
  DBL Length;
  DBL Amount = Tnormal->Amount;
  IMAGE *Image = Tnormal->Vals.Image;

  Make_ColourA(colour1, 0.0, 0.0, 0.0, 0.0, 0.0);
  Make_ColourA(colour2, 0.0, 0.0, 0.0, 0.0, 0.0);
  Make_ColourA(colour3, 0.0, 0.0, 0.0, 0.0, 0.0);

  /* going to have to change this */
  /* need to know if bump point is off of image for all 3 points */

  if (map(EPoint, (TPATTERN *) Tnormal, &xcoor, &ycoor))
  {
    return;
  }
  else
  {
    image_colour_at(Image, xcoor, ycoor, colour1, &index);
  }

  xcoor--;
  ycoor++;

  if (xcoor < 0.0)
  {
    xcoor += (DBL)Image->iwidth;
  }
  else
  {
    if (xcoor >= Image->iwidth)
    {
      xcoor -= (DBL)Image->iwidth;
    }
  }

  if (ycoor < 0.0)
  {
    ycoor += (DBL)Image->iheight;
  }
  else
  {
    if (ycoor >= (DBL)Image->iheight)
    {
      ycoor -= (DBL)Image->iheight;
    }
  }

  image_colour_at(Image, xcoor, ycoor, colour2, &index2);

  xcoor += 2.0;

  if (xcoor < 0.0)
  {
    xcoor += (DBL)Image->iwidth;
  }
  else
  {
    if (xcoor >= Image->iwidth)
    {
      xcoor -= (DBL)Image->iwidth;
    }
  }

  image_colour_at(Image, xcoor, ycoor, colour3, &index3);

  if (Image->Colour_Map == NULL || Image->Use_Colour_Flag)
  {
    p1[X] = 0;
    p1[Y] = Amount * (GREY_SCALE( colour1 ));
    p1[Z] = 0;

    p2[X] = -1;
    p2[Y] = Amount * (GREY_SCALE( colour2 ));
    p2[Z] = 1;

    p3[X] = 1;
    p3[Y] = Amount * (GREY_SCALE( colour3 ));
    p3[Z] = 1;
  }
  else
  {
    p1[X] = 0;
    p1[Y] = Amount * index;
    p1[Z] = 0;

    p2[X] = -1;
    p2[Y] = Amount * index2;
    p2[Z] = 1;

    p3[X] = 1;
    p3[Y] = Amount * index3;
    p3[Z] = 1;
  }

  /* we have points 1,2,3 for a triangle now we need the surface normal for it */

  VSub(xprime, p1, p2);
  VSub(yprime, p3, p2);
  VCross(bump_normal, yprime, xprime);
  VNormalize(bump_normal, bump_normal);

  Assign_Vector(yprime, normal);
  Make_Vector(Temp, 0.0, 1.0, 0.0);
  VCross(xprime, yprime, Temp);
  VLength(Length, xprime);

  if (Length < EPSILON)
  {
    if (fabs(normal[Y] - 1.0) < Small_Tolerance)
    {
      Make_Vector(yprime, 0.0, 1.0, 0.0);
      Make_Vector(xprime, 1.0, 0.0, 0.0);
      Length = 1.0;
    }
    else
    {
      Make_Vector(yprime, 0.0, -1.0, 0.0);
      Make_Vector(xprime, 1.0, 0.0, 0.0);
      Length = 1.0;
    }
  }

  VScaleEq(xprime, 1.0 / Length);
  VCross(zprime, xprime, yprime);
  VNormalizeEq(zprime);
  VScaleEq(xprime, bump_normal[X]);
  VScaleEq(yprime, bump_normal[Y]);
  VScaleEq(zprime, bump_normal[Z]);
  VAdd(Temp, xprime, yprime);
  VScaleEq(zprime, -1);
  VAdd(normal, Temp, zprime);
}
static void do_fog(RAY *Ray, INTERSECTION *Intersection, COLOUR Colour, int Light_Ray_Flag)
{
  DBL att, att_inv, width;
  COLOUR Col_Fog;
  COLOUR sum_att;  /* total attenuation. */
  COLOUR sum_col;  /* total color.       */
  FOG *Fog;

  /* Why are we here. */

  if (Frame.Fog == NULL)
  {
    return;
  }

  /* Init total attenuation and total color. */

  Make_ColourA(sum_att, 1.0, 1.0, 1.0, 1.0, 1.0);
  Make_ColourA(sum_col, 0.0, 0.0, 0.0, 0.0, 0.0);

  /* Loop over all fogs. */

  for (Fog = Frame.Fog; Fog != NULL; Fog = Fog->Next)
  {
    /* Don't care about fogs with zero distance. */

    if (fabs(Fog->Distance) > EPSILON)
    {
      width = Intersection->Depth;

      switch (Fog->Type)
      {
        case GROUND_MIST:

          att = ground_fog(Ray, 0.0, width, Fog, Col_Fog);

          break;

        default:

          att = constant_fog(Ray, 0.0, width, Fog, Col_Fog);

          break;
      }

      /* Check for minimum transmittance. */

      if (att < Col_Fog[pTRANSM])
      {
        att = Col_Fog[pTRANSM];
      }

      /* Get attenuation sum due to filtered/unfiltered translucency. */

      sum_att[pRED]    *= att * ((1.0 - Col_Fog[pFILTER]) + Col_Fog[pFILTER] * Col_Fog[pRED]);
      sum_att[pGREEN]  *= att * ((1.0 - Col_Fog[pFILTER]) + Col_Fog[pFILTER] * Col_Fog[pGREEN]);
      sum_att[pBLUE]   *= att * ((1.0 - Col_Fog[pFILTER]) + Col_Fog[pFILTER] * Col_Fog[pBLUE]);
      sum_att[pFILTER] *= att * Col_Fog[pFILTER];
      sum_att[pTRANSM] *= att * Col_Fog[pTRANSM];

      if (!Light_Ray_Flag)
      {
        att_inv = 1.0 - att;

        CRGBAddScaledEq(sum_col, att_inv, Col_Fog);
      }
    }
  }

  /* Add light coming from background. */

  Colour[pRED]    = sum_col[pRED]    + sum_att[pRED]    * Colour[pRED];
  Colour[pGREEN]  = sum_col[pGREEN]  + sum_att[pGREEN]  * Colour[pGREEN];
  Colour[pBLUE]   = sum_col[pBLUE]   + sum_att[pBLUE]   * Colour[pBLUE];
  Colour[pTRANSM] *= GREY_SCALE(sum_att);
}