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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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