ftp.nice.ch/pub/next/unix/graphics/rayshade.4.0.s.tar.gz#/rayshade.4.0/libtext/texture.h

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/*
 * texture.h
 *
 * Copyright (C) 1989, 1991, Craig E. Kolb
 * All rights reserved.
 *
 * This software may be freely copied, modified, and redistributed
 * provided that this copyright notice is preserved on all copies.
 *
 * You may not distribute this software, in whole or in part, as part of
 * any commercial product without the express consent of the authors.
 *
 * There is no warranty or other guarantee of fitness of this software
 * for any purpose.  It is provided solely "as is".
 *
 * $Id$
 *
 * $Log$
 */
#ifndef TEXTURE_H
#define TEXTURE_H

#include "libobj/object.h"
#include "libsurf/surface.h"
#include "mapping.h"

/*
 * Surface properties
 */
#define COLOR		0	/* AMBIENT and DIFFUSE and SPECULAR */
#define AMBIENT		1
#define DIFFUSE		2
#define REFLECT		3
#define TRANSP		4
#define SPECULAR	5
#define SPECPOW		6
#define BUMP		7

#define TextPointToModel(p)	PointTransform(p, &model2text.itrans)
#define TextPointToPrim(p)	PointTransform(p, &prim2text.itrans)
#define TextPointToWorld(p)	PointTransform(p, &world2text.itrans)
#define TextRayToModel(p)	RayTransform(r, &model2text.itrans)
#define TextRayToPrim(r)	RayTransform(r, &prim2text.itrans)
#define TextRayToWorld(r)	RayTransform(r, &world2text.itrans)
#define TextNormToModel(n)	NormalTransform(n, &model2text.trans)
#define TextNormToPrim(n)	NormalTransform(n, &prim2text.trans)
#define TextNormToWorld(n)	NormalTransform(n, &world2text.trans)

#define ModelPointToText(p)	PointTransform(p, &model2text.trans)
#define ModelNormToText(n)	NormalTransform(n, &model2text.itrans)
#define ModelRayToText(r)	RayTransform(r, &model2text.trans)

typedef char *TextRef;

/*
 * Texture structure
 */
typedef struct Texture {
	TextRef data;			/* Texturing info */
	void	(*method)();		/* method */
	Trans	*trans;			/* transformation info */
	struct Texture *next;		/* next in list */
} Texture;

extern Texture	*TextCreate();
extern void	DNoise3(), VfBm(), TextApply(), MakeBump();
extern Float	Noise3(), Noise2(), Chaos(), Marble(), fBm();
extern int	TileValue();
Color		*ColormapRead();

extern Trans	model2text, prim2text, world2text;

#endif TEXTURE_H

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