Пример #1
0
static void make_transform_matrix(
		int transform_order, int rotate_order,
		double tx, double ty, double tz,
		double rx, double ry, double rz,
		double sx, double sy, double sz,
		double *transform)
{
	int i;
	double T[16], R[16], S[16], RX[16], RY[16], RZ[16];
	double *queue[3];

	MatTranslate(T, tx, ty, tz);
	MatRotateX(RX, rx);
	MatRotateY(RY, ry);
	MatRotateZ(RZ, rz);
	MatScale(S, sx, sy, sz);

	switch (rotate_order) {
	case ORDER_XYZ: VEC3_SET(queue, RX, RY, RZ); break;
	case ORDER_XZY: VEC3_SET(queue, RX, RZ, RY); break;
	case ORDER_YXZ: VEC3_SET(queue, RY, RX, RZ); break;
	case ORDER_YZX: VEC3_SET(queue, RY, RZ, RX); break;
	case ORDER_ZXY: VEC3_SET(queue, RZ, RX, RY); break;
	case ORDER_ZYX: VEC3_SET(queue, RZ, RY, RX); break;
	default:
		assert(!"invalid rotate order");
		break;
	}

	MatIdentity(R);
	for (i = 0; i < 3; i++)
		MatMultiply(R, queue[i], R);

	switch (transform_order) {
	case ORDER_SRT: VEC3_SET(queue, S, R, T); break;
	case ORDER_STR: VEC3_SET(queue, S, T, R); break;
	case ORDER_RST: VEC3_SET(queue, R, S, T); break;
	case ORDER_RTS: VEC3_SET(queue, R, T, S); break;
	case ORDER_TRS: VEC3_SET(queue, T, R, S); break;
	case ORDER_TSR: VEC3_SET(queue, T, S, R); break;
	default:
		assert(!"invalid transform order order");
		break;
	}

	MatIdentity(transform);
	for (i = 0; i < 3; i++)
		MatMultiply(transform, queue[i], transform);
}
Пример #2
0
/*
 *---------------------------------------------------------
 * Compute a rotation matrix around an arbitrary axis
 * specified by 2 points p1 and p2; theta is the angle
 * between the two planes that share the same edge
 * defined by p1 and p2
 *---------------------------------------------------------
 */
int MxRotateAxisAlain(Point3D p1, Point3D p2, double theta, Matrix4 *TM, Matrix4 *iTM)
{
	Point3D p;
	double dist, cosX, sinX, cosY, sinY;
	Matrix4 m1, m2, Identity;
	
	loadIdentity( &Identity );
	
	p.x = p2.x - p1.x;
	p.y = p2.y - p1.y;
	p.z = p2.z - p1.z;
	
	if( V3Length( &p ) < 0.0 ) return(FALSE);
	
	dist = sqrt( p.y * p.y + p.z * p.z );
	
	if(dist < DAMN_SMALL){
		cosX = 1.0;
		sinX = 0.0;
	}
	else{
		cosX =  p.z / dist;
		sinX = -p.y / dist;
	}
	
	cosY = dist;
	sinY = -p.x;
	
	loadIdentity( TM );
	
	TM->element[3][0] = -p1.x;
	TM->element[3][1] = -p1.y;
	TM->element[3][2] = -p1.z;
	
	MatrixCopy( TM, &m1);
	loadIdentity( &m2 );
	
	m2.element[1][1] = cosX;
	m2.element[2][1] = sinX;
	m2.element[1][2] = -sinX;
	m2.element[2][2] = cosX;
	
	MatMul( &m1, &m2, TM );
	MatrixCopy( TM, &m1 );
	loadIdentity( &m2 );
	
	m2.element[0][0] = cosY;
	m2.element[2][0] = sinY;
	m2.element[0][2] = -sinY;
	m2.element[2][2] = cosY;
	
	MatMul( &m1, &m2, TM );
	MatrixCopy( TM, &m1 );
	MatRotateZ( theta, &m2 );
	MatMul( &m1, &m2, TM );
	MatrixCopy( TM, &m1 );
	loadIdentity( &m2 );
	
	m2.element[0][0] = cosY;
	m2.element[2][0] = -sinY;
	m2.element[0][2] = sinY;
	m2.element[2][2] = cosY;
	
	MatMul( &m1, &m2, TM );
	MatrixCopy( TM, &m1 );
	loadIdentity( &m2 );
	
	m2.element[1][1] = cosX;
	m2.element[2][1] = -sinX;
	m2.element[1][2] = sinX;
	m2.element[2][2] = cosX;
	
	MatMul( &m1, &m2, TM );
	MatrixCopy( TM, &m1 );
	loadIdentity( &m2 );
	
	m2.element[3][0] = p1.x;
	m2.element[3][1] = p1.y;
	m2.element[3][2] = p1.z;
	
	MatMul( &m1, &m2, TM );
	
	return( MxInvert(TM, iTM) );
}
Пример #3
0
int main(int argc,char **argv)
{
  // initialize generator
  InitTexgen();

  // colors
  Pixel black,white;
  black.Init(0,0,0,255);
  white.Init(255,255,255,255);

  timeBeginPeriod(1);
  sInt startTime = timeGetTime();

  for(sInt i=0;i<100;i++)
  {
    // create gradients
    GenTexture gradBW = LinearGradient(0xff000000,0xffffffff);
    GenTexture gradWB = LinearGradient(0xffffffff,0xff000000);
    GenTexture gradWhite = LinearGradient(0xffffffff,0xffffffff);

    // simple noise test texture
    GenTexture noise;
    noise.Init(256,256);
    noise.Noise(gradBW,2,2,6,0.5f,123,GenTexture::NoiseDirect|GenTexture::NoiseBandlimit|GenTexture::NoiseNormalize);

    /*// save test image
    if(!SaveImage(noise,"noise.tga"))
    {
      printf("Couldn't write 'noise.tga'!\n");
      return 1;
    }*/

    // 4 "random voronoi" textures with different minimum distances
    GenTexture voro[4];
    static sInt voroIntens[4] = {     37,     42,     37,     37 };
    static sInt voroCount[4]  = {     90,    132,    240,    255 };
    static sF32 voroDist[4]   = { 0.125f, 0.063f, 0.063f, 0.063f };

    for(sInt i=0;i<4;i++)
    {
      voro[i].Init(256,256);
      RandomVoronoi(voro[i],gradWhite,voroIntens[i],voroCount[i],voroDist[i]);
    }

    // linear combination of them
    LinearInput inputs[4];
    for(sInt i=0;i<4;i++)
    {
      inputs[i].Tex = &voro[i];
      inputs[i].Weight = 1.5f;
      inputs[i].UShift = 0.0f;
      inputs[i].VShift = 0.0f;
      inputs[i].FilterMode = GenTexture::WrapU|GenTexture::WrapV|GenTexture::FilterNearest;
    }

    GenTexture baseTex;
    baseTex.Init(256,256);
    baseTex.LinearCombine(black,0.0f,inputs,4);

    // blur it
    baseTex.Blur(baseTex,0.0074f,0.0074f,1,GenTexture::WrapU|GenTexture::WrapV);

    // add a noise layer
    GenTexture noiseLayer;
    noiseLayer.Init(256,256);
    noiseLayer.Noise(LinearGradient(0xff000000,0xff646464),4,4,5,0.995f,3,GenTexture::NoiseDirect|GenTexture::NoiseNormalize|GenTexture::NoiseBandlimit);

    baseTex.Paste(baseTex,noiseLayer,0.0f,0.0f,1.0f,0.0f,0.0f,1.0f,GenTexture::CombineAdd,0);

    // colorize it
    Colorize(baseTex,0xff747d8e,0xfff1feff);

    // Create transform matrix for grid pattern
    Matrix44 m1,m2,m3;
    MatTranslate(m1,-0.5f,-0.5f,0.0f);
    MatScale(m2,3.0f * sSQRT2F,3.0f * sSQRT2F,1.0f);
    MatMult(m3,m2,m1);
    MatRotateZ(m1,0.125f * sPI2F);
    MatMult(m2,m1,m3);
    MatTranslate(m1,0.5f,0.5f,0.0f);
    MatMult(m3,m1,m2);

    // Grid pattern GlowRect
    GenTexture rect1,rect1x,rect1n;
    rect1.Init(256,256);
    rect1.LinearCombine(black,1.0f,0,0); // black background
    rect1.GlowRect(rect1,gradWB,0.5f,0.5f,0.41f,0.0f,0.0f,0.25f,0.7805f,0.64f);

    rect1x.Init(256,256);
    rect1x.CoordMatrixTransform(rect1,m3,GenTexture::WrapU|GenTexture::WrapV|GenTexture::FilterBilinear);

    // Make a normalmap from it
    rect1n.Init(256,256);
    rect1n.Derive(rect1x,GenTexture::DeriveNormals,2.5f);

    // Apply as bump map
    GenTexture finalTex;
    Pixel amb,diff;

    finalTex.Init(256,256);
    amb.Init(0xff101010);
    diff.Init(0xffffffff);
    finalTex.Bump(baseTex,rect1n,0,0,0.0f,0.0f,0.0f,-2.518f,0.719f,-3.10f,amb,diff,sTRUE);

    // Second grid pattern GlowRect
    GenTexture rect2,rect2x;
    rect2.Init(256,256);
    rect2.LinearCombine(white,1.0f,0,0); // white background
    rect2.GlowRect(rect2,gradBW,0.5f,0.5f,0.36f,0.0f,0.0f,0.20f,0.8805f,0.74f);

    rect2x.Init(256,256);
    rect2x.CoordMatrixTransform(rect2,m3,GenTexture::WrapU|GenTexture::WrapV|GenTexture::FilterBilinear);

    // Multiply it over
    finalTex.Paste(finalTex,rect2x,0.0f,0.0f,1.0f,0.0f,0.0f,1.0f,GenTexture::CombineMultiply,0);
  }

  sInt totalTime = timeGetTime() - startTime;
  timeEndPeriod(1);

  printf("%d ms/tex\n",totalTime / 100);

  /*SaveImage(baseTex,"baseTex.tga");
  SaveImage(finalTex,"final.tga");*/

  return 0;
}