PBRT
/home/felix/UBC/projects/AdaptiveLightfieldSampling/pbrt_v2/src/textures/marble.h
00001 
00002 /*
00003     pbrt source code Copyright(c) 1998-2012 Matt Pharr and Greg Humphreys.
00004 
00005     This file is part of pbrt.
00006 
00007     Redistribution and use in source and binary forms, with or without
00008     modification, are permitted provided that the following conditions are
00009     met:
00010 
00011     - Redistributions of source code must retain the above copyright
00012       notice, this list of conditions and the following disclaimer.
00013 
00014     - Redistributions in binary form must reproduce the above copyright
00015       notice, this list of conditions and the following disclaimer in the
00016       documentation and/or other materials provided with the distribution.
00017 
00018     THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
00019     IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
00020     TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
00021     PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
00022     HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
00023     SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
00024     LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
00025     DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
00026     THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
00027     (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
00028     OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
00029 
00030  */
00031 
00032 #if defined(_MSC_VER)
00033 #pragma once
00034 #endif
00035 
00036 #ifndef PBRT_TEXTURES_MARBLE_H
00037 #define PBRT_TEXTURES_MARBLE_H
00038 
00039 // textures/marble.h*
00040 #include "pbrt.h"
00041 #include "texture.h"
00042 #include "paramset.h"
00043 
00044 // MarbleTexture Declarations
00045 class MarbleTexture : public Texture<Spectrum> {
00046 public:
00047     // MarbleTexture Public Methods
00048     ~MarbleTexture() {
00049         delete mapping;
00050     }
00051     MarbleTexture(int oct, float roughness, float sc, float var,
00052                   TextureMapping3D *map)
00053         : octaves(oct), omega(roughness), scale(sc), variation(var),
00054           mapping(map) { }
00055     Spectrum Evaluate(const DifferentialGeometry &dg) const {
00056         Vector dpdx, dpdy;
00057         Point P = mapping->Map(dg, &dpdx, &dpdy);
00058         P *= scale;
00059         float marble = P.y + variation *
00060                        FBm(P, scale * dpdx, scale * dpdy, omega, octaves);
00061         float t = .5f + .5f * sinf(marble);
00062         // Evaluate marble spline at _t_
00063         static float c[][3] = { { .58f, .58f, .6f }, { .58f, .58f, .6f }, { .58f, .58f, .6f },
00064             { .5f, .5f, .5f }, { .6f, .59f, .58f }, { .58f, .58f, .6f },
00065             { .58f, .58f, .6f }, {.2f, .2f, .33f }, { .58f, .58f, .6f }, };
00066 #define NC  sizeof(c) / sizeof(c[0])
00067 #define NSEG (NC-3)
00068         int first = Floor2Int(t * NSEG);
00069         t = (t * NSEG - first);
00070         Spectrum c0 = Spectrum::FromRGB(c[first]);
00071         Spectrum c1 = Spectrum::FromRGB(c[first+1]);
00072         Spectrum c2 = Spectrum::FromRGB(c[first+2]);
00073         Spectrum c3 = Spectrum::FromRGB(c[first+3]);
00074         // Bezier spline evaluated with de Castilejau's algorithm
00075         Spectrum s0 = (1.f - t) * c0 + t * c1;
00076         Spectrum s1 = (1.f - t) * c1 + t * c2;
00077         Spectrum s2 = (1.f - t) * c2 + t * c3;
00078         s0 = (1.f - t) * s0 + t * s1;
00079         s1 = (1.f - t) * s1 + t * s2;
00080         // Extra scale of 1.5 to increase variation among colors
00081         return 1.5f * ((1.f - t) * s0 + t * s1);
00082     }
00083 private:
00084     // MarbleTexture Private Data
00085     int octaves;
00086     float omega, scale, variation;
00087     TextureMapping3D *mapping;
00088 };
00089 
00090 
00091 Texture<float> *CreateMarbleFloatTexture(const Transform &tex2world,
00092         const TextureParams &tp);
00093 MarbleTexture *CreateMarbleSpectrumTexture(const Transform &tex2world,
00094         const TextureParams &tp);
00095 
00096 #endif // PBRT_TEXTURES_MARBLE_H