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clouds2.c

/**
 * $Id: clouds2.c,v 1.1 2003/01/01 15:06:08 hos Exp $
 *
 * ***** 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;
}
      

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