예제 #1
0
파일: bn_tcl.c 프로젝트: cciechad/brlcad
/*
 *  usage: bn_noise_fbm X Y Z h_val lacunarity octaves
 *
 */
int
bn_cmd_noise(ClientData clientData,
	     Tcl_Interp *interp,
	     int argc,
	     char **argv)
{
    point_t pt;
    double h_val;
    double lacunarity;
    double octaves;
    double val;

    if (argc != 7) {
	Tcl_AppendResult(interp, "wrong # args: should be \"",
			 argv[0], " X Y Z h_val lacunarity octaves\"",
			 NULL);
	return TCL_ERROR;
    }

    pt[0] = atof(argv[1]);
    pt[1] = atof(argv[2]);
    pt[2] = atof(argv[3]);

    h_val = atof(argv[4]);
    lacunarity = atof(argv[5]);
    octaves = atof(argv[6]);


    if (!strcmp("bn_noise_turb", argv[0])) {
	val = bn_noise_turb(pt, h_val, lacunarity, octaves);

	Tcl_SetObjResult( interp, Tcl_NewDoubleObj(val) );
    } else 	if (!strcmp("bn_noise_fbm", argv[0])) {
	val = bn_noise_fbm(pt, h_val, lacunarity, octaves);
	Tcl_SetObjResult( interp, Tcl_NewDoubleObj(val) );
    } else {
	Tcl_AppendResult(interp, "Unknown noise type \"",
			 argv[0], "\"",	 NULL);
	return TCL_ERROR;
    }
    return TCL_OK;
}
예제 #2
0
파일: sh_scloud.c 프로젝트: kanzure/brlcad
int
scloud_render(struct application *ap, const struct partition *pp, struct shadework *swp, void *dp)
{
    register struct scloud_specific *scloud_sp =
        (struct scloud_specific *)dp;
    point_t in_pt;	/* point where ray enters scloud solid */
    point_t out_pt; /* point where ray leaves scloud solid */
    point_t pt;
    vect_t v_cloud;/* vector representing ray/solid intersection */
    double thickness; /* magnitude of v_cloud (distance through solid) */
    int steps;	   /* # of samples along ray/solid intersection */
    double step_delta;/* distance between sample points, texture space */
    int i;
    double val;
    double trans;
    point_t incident_light = VINIT_ZERO;
    double delta_dpmm;
    double density;
    struct shadework sub_sw;
    struct light_specific *lp;

    RT_CHECK_PT(pp);
    RT_AP_CHECK(ap);
    RT_CK_REGION(pp->pt_regionp);

    /* compute the ray/solid in and out points,
     * and transform them into "shader space" coordinates
     */
    VJOIN1(pt, ap->a_ray.r_pt, pp->pt_inhit->hit_dist, ap->a_ray.r_dir);
    MAT4X3PNT(in_pt, scloud_sp->mtos, pt);

    VJOIN1(pt, ap->a_ray.r_pt, pp->pt_outhit->hit_dist, ap->a_ray.r_dir);
    MAT4X3PNT(out_pt, scloud_sp->mtos, pt);


    /* get ray/solid intersection vector (in noise space)
     * and compute thickness of solid (in noise space) along ray path
     */
    VSUB2(v_cloud, out_pt, in_pt);
    thickness = MAGNITUDE(v_cloud);

    /* The noise field used by the bn_noise_turb and bn_noise_fbm routines
     * has a maximum frequency of about 1 cycle per integer step in
     * noise space.  Each octave increases this frequency by the
     * "lacunarity" factor.  To sample this space adequately we need
     *
     * 4 samples per integer step for the first octave,
     * lacunarity * 4 samples/step for the second octave,
     * lacunarity^2 * 4 samples/step for the third octave,
     * lacunarity^3 * 4 samples/step for the forth octave,
     *
     * so for a computation with 4 octaves we need something on the
     * order of lacunarity^3 * 4 samples per integer step in noise space.
     */

    steps = pow(scloud_sp->lacunarity, scloud_sp->octaves-1) * 4;
    step_delta = thickness / (double)steps;

    if (rdebug&RDEBUG_SHADE)
        bu_log("steps=%d  delta=%g  thickness=%g\n",
               steps, step_delta, thickness);

    VUNITIZE(v_cloud);
    VMOVE(pt, in_pt);
    trans = 1.0;

    delta_dpmm = scloud_sp->max_d_p_mm - scloud_sp->min_d_p_mm;

    sub_sw = *swp; /* struct copy */
    sub_sw.sw_inputs = MFI_HIT;

    for (i=0; i < steps; i++) {
        /* compute the next point in the cloud space */
        VJOIN1(pt, in_pt, i*step_delta, v_cloud);

        /* get turbulence value (0 .. 1) */
        val = bn_noise_turb(pt, scloud_sp->h_val,
                            scloud_sp->lacunarity, scloud_sp->octaves);

        density = scloud_sp->min_d_p_mm + val * delta_dpmm;

        val = exp(- density * step_delta);
        trans *= val;

        if (swp->sw_xmitonly) continue;

        /* need to set the hit in our fake shadework structure */
        MAT4X3PNT(sub_sw.sw_hit.hit_point, scloud_sp->stom, pt);
        sub_sw.sw_transmit = trans;

        sub_sw.sw_inputs = MFI_HIT;

        light_obs(ap, &sub_sw, swp->sw_inputs);
        /* now we know how much light has arrived from each
         * light source to this point
         */
        for (i=ap->a_rt_i->rti_nlights-1; i >= 0; i--) {
            lp = (struct light_specific *)swp->sw_visible[i];
            if (lp == LIGHT_NULL) continue;

            /* compute how much light has arrived at
             * this location
             */
            incident_light[0] += sub_sw.sw_intensity[3*i+0] *
                                 lp->lt_color[0] * sub_sw.sw_lightfract[i];
            incident_light[1] += sub_sw.sw_intensity[3*i+1] *
                                 lp->lt_color[1] * sub_sw.sw_lightfract[i];
            incident_light[2] += sub_sw.sw_intensity[3*i+2] *
                                 lp->lt_color[2] * sub_sw.sw_lightfract[i];
        }

        VSCALE(incident_light, incident_light, trans);


    }

    /* scloud is basically a white object with partial transparency */
    swp->sw_transmit = trans;
    if (swp->sw_xmitonly) return 1;


    /*
     * At the point of maximum opacity, check light visibility
     * for light color and cloud shadowing.
     * OOPS:  Don't use an interior point, or light_visibility()
     * will see an attenuated light source.
     */
    swp->sw_hit.hit_dist = pp->pt_inhit->hit_dist;
    VJOIN1(swp->sw_hit.hit_point, ap->a_ray.r_pt, swp->sw_hit.hit_dist,
           ap->a_ray.r_dir);
    VREVERSE(swp->sw_hit.hit_normal, ap->a_ray.r_dir);
    swp->sw_inputs |= MFI_HIT | MFI_NORMAL;
    light_obs(ap, swp, swp->sw_inputs);
    VSETALL(incident_light, 0);
    for (i=ap->a_rt_i->rti_nlights-1; i>=0; i--) {
        struct light_specific *lp2;
        if ((lp2 = (struct light_specific *)swp->sw_visible[i]) == LIGHT_NULL)
            continue;
        /* XXX don't have a macro for this */
        incident_light[0] += swp->sw_intensity[3*i+0] * lp2->lt_color[0];
        incident_light[1] += swp->sw_intensity[3*i+1] * lp2->lt_color[1];
        incident_light[2] += swp->sw_intensity[3*i+2] * lp2->lt_color[2];
    }
    VELMUL(swp->sw_color, swp->sw_color, incident_light);


    if (rdebug&RDEBUG_SHADE) {
        pr_shadework("scloud: after light vis, before rr_render", swp);
    }

    if (swp->sw_reflect > 0 || swp->sw_transmit > 0)
        (void)rr_render(ap, pp, swp);

    return 1;
}
예제 #3
0
파일: sh_fire.c 프로젝트: cciechad/brlcad
/*
 *	F I R E _ R E N D E R
 *
 *	This is called (from viewshade() in shade.c) once for each hit point
 *	to be shaded.  The purpose here is to fill in values in the shadework
 *	structure.
 */
int
fire_render(struct application *ap, struct partition *pp, struct shadework *swp, char *dp)


    /* defined in material.h */
    /* ptr to the shader-specific struct */
{
#define DEBUG_SPACE_PRINT(str, i_pt, o_pt) \
	if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug ) { \
		bu_log("fire_render() %s space \n", str); \
		bu_log("fire_render() i_pt(%g %g %g)\n", V3ARGS(i_pt) ); \
		bu_log("fire_render() o_pt(%g %g %g)\n", V3ARGS(o_pt) ); \
	}

#define	SHADER_TO_NOISE(n_pt, sh_pt, fire_sp, zdelta) { \
	point_t tmp_pt; \
	tmp_pt[X] = sh_pt[X]; \
	tmp_pt[Y] = sh_pt[Y]; \
	if ( ! NEAR_ZERO(fire_sp->fire_stretch, SQRT_SMALL_FASTF) ) \
		tmp_pt[Z] = exp( (sh_pt[Z]+0.125) * -fire_sp->fire_stretch ); \
	else \
		tmp_pt[Z] = sh_pt[Z]; \
	MAT4X3PNT(n_pt, fire_sp->fire_sh_to_noise, tmp_pt); \
	n_pt[Z] += zdelta; \
}

    register struct fire_specific *fire_sp =
	(struct fire_specific *)dp;
    point_t	m_i_pt, m_o_pt;	/* model space in/out points */
    point_t sh_i_pt, sh_o_pt;	/* shader space in/out points */
    point_t noise_i_pt, noise_o_pt;	/* shader space in/out points */
    point_t noise_pt;
    point_t	color;
    vect_t	noise_r_dir;
    double	noise_r_thick;
    int	i;
    double	samples_per_unit_noise;
    double	noise_dist_per_sample;
    point_t	shader_pt;
    vect_t	shader_r_dir;
    double	shader_r_thick;
    double	shader_dist_per_sample;
    double	noise_zdelta;

    int	samples;
    double	dist;
    double	noise_val;
    double	lumens;

    /* check the validity of the arguments we got */
    RT_AP_CHECK(ap);
    RT_CHECK_PT(pp);
    CK_fire_SP(fire_sp);

    if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug ) {
/*		bu_struct_print( "fire_render Parameters:", fire_print_tab, (char *)fire_sp ); */
	bu_log("fire_render()\n");
    }
    /* If we are performing the shading in "region" space, we must
     * transform the hit point from "model" space to "region" space.
     * See the call to db_region_mat in fire_setup().
     */

    /*
     * Compute the ray/solid in and out points,
     */
    VMOVE(m_i_pt, swp->sw_hit.hit_point);
    VJOIN1(m_o_pt, ap->a_ray.r_pt, pp->pt_outhit->hit_dist, ap->a_ray.r_dir);
    DEBUG_SPACE_PRINT("model", m_i_pt, m_o_pt);

    /* map points into shader space */
    MAT4X3PNT(sh_i_pt, fire_sp->fire_m_to_sh, m_i_pt);
    MAT4X3PNT(sh_o_pt, fire_sp->fire_m_to_sh, m_o_pt);
    DEBUG_SPACE_PRINT("shader", sh_i_pt, sh_o_pt);

    noise_zdelta = fire_sp->fire_flicker * swp->sw_frametime;

    SHADER_TO_NOISE(noise_i_pt, sh_i_pt, fire_sp, noise_zdelta);
    SHADER_TO_NOISE(noise_o_pt, sh_o_pt, fire_sp, noise_zdelta);

    VSUB2(noise_r_dir, noise_o_pt, noise_i_pt);

    noise_r_thick = MAGNITUDE(noise_r_dir);

    if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug ) {
	bu_log("fire_render() noise_r_dir (%g %g %g)\n",
	       V3ARGS(noise_r_dir) );
	bu_log("fire_render() noise_r_thick %g\n", noise_r_thick);
    }


    /* compute number of samples per unit length in noise space.
     *
     * The noise field used by the bn_noise_turb and bn_noise_fbm routines
     * has a maximum frequency of about 1 cycle per integer step in
     * noise space.  Each octave increases this frequency by the
     * "lacunarity" factor.  To sample this space adequately, nyquist
     * tells us we need at least 4 samples/cycle at the highest octave
     * rate.
     */

    samples_per_unit_noise =
	pow(fire_sp->noise_lacunarity, fire_sp->noise_octaves-1) * 4.0;

    noise_dist_per_sample = 1.0 / samples_per_unit_noise;

    samples = samples_per_unit_noise * noise_r_thick;

    if (samples < 1) samples = 1;

    if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug ) {
	bu_log("samples:%d\n", samples);
	bu_log("samples_per_unit_noise %g\n", samples_per_unit_noise);
	bu_log("noise_dist_per_sample %g\n", noise_dist_per_sample);
    }

    /* To do the exponential stretch and decay properly we need to
     * do the computations in shader space, and convert the points
     * to noise space.  Performance pig.
     */

    VSUB2(shader_r_dir, sh_o_pt, sh_i_pt);
    shader_r_thick = MAGNITUDE(shader_r_dir);
    VUNITIZE(shader_r_dir);

    shader_dist_per_sample = shader_r_thick / samples;

    lumens = 0.0;
    for (i = 0; i < samples; i++) {
	dist = (double)i * shader_dist_per_sample;
	VJOIN1(shader_pt, sh_i_pt, dist, shader_r_dir);

	SHADER_TO_NOISE(noise_pt, shader_pt, fire_sp, noise_zdelta);

	noise_val = bn_noise_turb(noise_pt, fire_sp->noise_h_val,
				  fire_sp->noise_lacunarity, fire_sp->noise_octaves);

	if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug )
	    bu_log("bn_noise_turb(%g %g %g) = %g\n",
		   V3ARGS(noise_pt),
		   noise_val);

	/* XXX
	 * When doing the exponential stretch, we scale the noise
	 * value by the height in shader space
	 */

	if ( NEAR_ZERO(fire_sp->fire_stretch, SQRT_SMALL_FASTF) )
	    lumens += noise_val * 0.025;
	else {
	    register double t;
	    t = lumens;
	    lumens += noise_val * 0.025 *  (1.0 -shader_pt[Z]);
	    if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug )
		bu_log("lumens:%g = %g + %g * %g\n",
		       lumens, t, noise_val,
		       0.025 * (1.0 - shader_pt[Z]) );

	}
	if (lumens >= 1.0) {
	    lumens = 1.0;
	    if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug )
		bu_log("early exit from lumens loop\n");
	    break;
	}

    }

    if (rdebug&RDEBUG_SHADE || fire_sp->fire_debug )
	bu_log("lumens = %g\n", lumens);

    if (lumens < 0.0) lumens = 0.0;
    else if (lumens > 1.0) lumens = 1.0;


    rt_dspline_n(color, fire_sp->fire_colorspline_mat, (double *)flame_colors,
		 18, 3, lumens);

    VMOVE(swp->sw_color, color);
/*	VSETALL(swp->sw_basecolor, 1.0);*/

    swp->sw_transmit = 1.0 - (lumens * 4.);
    if (swp->sw_reflect > 0 || swp->sw_transmit > 0 )
	(void)rr_render( ap, pp, swp );

    return(1);
}
예제 #4
0
파일: bn_tcl.c 프로젝트: cciechad/brlcad
/**
 * @brief
 *	usage: noise_slice xdim ydim inv h_val lac octaves dX dY dZ sX [sY sZ]
 *
 *	The idea here is to get a whole slice of noise at once, thereby
 *	avoiding the overhead of doing this in Tcl.
 */
int
bn_cmd_noise_slice(ClientData clientData,
		   Tcl_Interp *interp,
		   int argc,
		   char **argv)
{
    double h_val;
    double lacunarity;
    double octaves;

    vect_t delta; 	/* translation to noise space */
    vect_t scale; 	/* scale to noise space */
    unsigned xdim;	/* # samples X direction */
    unsigned ydim;	/* # samples Y direction */
    unsigned xval, yval;
#define NOISE_FBM 0
#define NOISE_TURB 1

    int noise_type = NOISE_FBM;
    double val;
    point_t pt;

    if (argc != 7) {
	Tcl_AppendResult(interp, "wrong # args: should be \"",
			 argv[0], " Xdim Ydim Zval h_val lacunarity octaves\"",
			 NULL);
	return TCL_ERROR;
    }

    xdim = atoi(argv[0]);
    ydim = atoi(argv[1]);
    VSETALL(delta, 0.0);
    VSETALL(scale, 1.);
    pt[Z] = delta[Z] = atof(argv[2]);
    h_val = atof(argv[3]);
    lacunarity = atof(argv[4]);
    octaves = atof(argv[5]);

    switch (noise_type) {
	case NOISE_FBM:
	    for (yval = 0; yval < ydim; yval++) {

		pt[Y] = yval * scale[Y] + delta[Y];

		for (xval = 0; xval < xdim; xval++) {
		    pt[X] = xval * scale[X] + delta[X];

		    val = bn_noise_fbm(pt, h_val, lacunarity, octaves);

		}
	    }
	    break;
	case NOISE_TURB:
	    for (yval = 0; yval < ydim; yval++) {

		pt[Y] = yval * scale[Y] + delta[Y];

		for (xval = 0; xval < xdim; xval++) {
		    pt[X] = xval * scale[X] + delta[X];

		    val = bn_noise_turb(pt, h_val, lacunarity, octaves);

		}
	    }
	    break;
    }


    pt[0] = atof(argv[1]);
    pt[1] = atof(argv[2]);
    pt[2] = atof(argv[3]);

    h_val = atof(argv[4]);
    lacunarity = atof(argv[5]);
    octaves = atof(argv[6]);


    if (!strcmp("bn_noise_turb", argv[0])) {
	val = bn_noise_turb(pt, h_val, lacunarity, octaves);
	Tcl_SetObjResult( interp, Tcl_NewDoubleObj(val) );
    } else 	if (!strcmp("bn_noise_fbm", argv[0])) {
	val = bn_noise_fbm(pt, h_val, lacunarity, octaves);
	Tcl_SetObjResult( interp, Tcl_NewDoubleObj(val) );
    } else {
	Tcl_AppendResult(interp, "Unknown noise type \"",
			 argv[0], "\"",	 NULL);
	return TCL_ERROR;
    }
    return TCL_OK;
}