Esempio n. 1
0
TEXTURE *material_map(const Vector3d& EPoint, const TEXTURE *Texture)
{
    int reg_number = -1;
    int Material_Number;
    DBL xcoor = 0.0, ycoor = 0.0;
    RGBFTColour colour;

    /*
     * Now we have transformed x, y, z we use image mapping routine to determine
     * texture index.
     */

    if(map_pos(EPoint, Texture->pattern.get(), &xcoor, &ycoor))
        Material_Number = 0;
    else
    {
        if (const ImagePatternImpl *pattern = dynamic_cast<ImagePatternImpl*>(Texture->pattern.get()))
            image_colour_at(pattern->pImage, xcoor, ycoor, colour, &reg_number); // TODO ALPHA - we should decide whether we prefer premultiplied or non-premultiplied alpha
        else
            POV_PATTERN_ASSERT(false);

        if(reg_number == -1)
            Material_Number = (int)(colour.red() * 255.0);
        else
            Material_Number = reg_number;
    }

    if(Material_Number > Texture->Materials.size())
        Material_Number %= Texture->Materials.size();

    return Texture->Materials[Material_Number % Texture->Materials.size()];
}
Esempio n. 2
0
DBL image_pattern(const Vector3d& EPoint, const BasicPattern* pPattern)
{
    DBL xcoor = 0.0, ycoor = 0.0;
    int index = -1;
    RGBFTColour colour;
    const ImageData *image = dynamic_cast<const ImagePatternImpl*>(pPattern)->pImage;
    DBL Value;

    colour.Clear();

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

    if(map_pos(EPoint, pPattern, &xcoor, &ycoor))
        return 0.0;
    else
        image_colour_at(image, xcoor, ycoor, colour, &index); // TODO ALPHA - we should decide whether we prefer premultiplied or non-premultiplied alpha

    if((index == -1) || image->Use)
    {
        if(image->Use == USE_ALPHA)
        {
            // use alpha channel or red channel
            if(image->data->HasTransparency() == true)
                Value = colour.transm();
            else
                Value = colour.red();   // otherwise, just use the red channel
        }
        else
            // use grey-scaled version of the color
            Value = colour.Greyscale();
    }
    else
        Value = index / 255.0;

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

    return Value;
}
Esempio n. 3
0
void AlphaUnPremultiply(RGBFTColour& colour)
{
    AlphaUnPremultiply(colour.red(), colour.green(), colour.blue(), colour.FTtoA());
}