--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/material.cc Wed Apr 23 14:39:33 2008 +0200
@@ -0,0 +1,108 @@
+/*
+ * material.cc: material and texture classes
+ *
+ * This file is part of Pyrit Ray Tracer.
+ *
+ * Copyright 2006, 2008 Radek Brich
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ * THE SOFTWARE.
+ */
+
+#include <math.h>
+
+#include "material.h"
+
+/**
+ * Perlin noise
+ * Based on JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE by KEN PERLIN (COPYRIGHT 2002)
+ */
+
+Float fade(Float t)
+{
+ return t * t * t * (t * (t * 6 - 15) + 10);
+}
+
+Float lerp(Float t, Float a, Float b)
+{
+ return a + t * (b - a);
+}
+
+Float grad(unsigned char hash, Float x, Float y, Float z)
+{
+ unsigned char h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
+ Float u = h<8 ? x : y, // INTO 12 GRADIENT DIRECTIONS.
+ v = h<4 ? y : h==12||h==14 ? x : z;
+ return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
+}
+
+const unsigned char p[512] =
+{
+ 151,160,137,91,90,15,
+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
+
+ 151,160,137,91,90,15,
+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
+};
+
+
+Float perlin(Float x, Float y, Float z)
+{
+ int X = (int)floor(x) & 255,
+ Y = (int)floor(y) & 255,
+ Z = (int)floor(z) & 255;
+ x -= floor(x);
+ y -= floor(y);
+ z -= floor(z);
+ Float u = fade(x),
+ v = fade(y),
+ w = fade(z);
+ int A = p[X ]+Y, AA = p[A]+Z, AB = p[A+1]+Z,
+ B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z;
+
+ return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ),
+ grad(p[BA ], x-1, y , z )),
+ lerp(u, grad(p[AB ], x , y-1, z ),
+ grad(p[BB ], x-1, y-1, z ))),
+ lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ),
+ grad(p[BA+1], x-1, y , z-1 )),
+ lerp(u, grad(p[AB+1], x , y-1, z-1 ),
+ grad(p[BB+1], x-1, y-1, z-1 ))));
+}