Initial commit of the 'release' directory (splash screen/icon
junkies will be happy to find the datatoc.c program in the datafiles directory). Some quick notes: * 'datafiles' has the version 2.21 splash.jpg and blenderbuttons (e.g., so no NLA icon). Someone should at least get the 2.25 blenderbuttons from somewhere and commit them. * 'text' has obsolete content/license * I did not include the python scripts as they have copyright Jan Walter and no license specified. * I changed to unix line terminators everywhere with the exeption of the 'windows' directory. Chris
This commit is contained in:
177
release/plugins/texture/clouds2.c
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177
release/plugins/texture/clouds2.c
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "math.h"
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#include "plugin.h"
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/* ******************** GLOBAL VARIABLES ***************** */
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/* Texture name */
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char name[24]= "Clouds2";
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/* Subtype names must be less than 15 characters */
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#define NR_TYPES 3
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char stnames[NR_TYPES][16]= {"Intens", "Col", "Bump" };
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/* Structure for buttons,
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* butcode name default min max 0
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*/
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VarStruct varstr[]= {
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{ NUM|FLO, "Offset", -0.5, -20.0, 20.0, ""},
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{ NUM|INT, "Depth", 8.0, 1.0, 12.0, ""},
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{ NUM|FLO, "Scale", 2.2, -20.0, 20.0, ""},
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{ NUM|FLO, "Falloff", 1.0, -20.0, 20.0, ""}
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};
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/* The cast struct is for input in the main doit function
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Varstr and Cast must have the same variables in the same order,
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INCLUDING dummy variables for label fields. */
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typedef struct Cast {
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float offset;
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int depth;
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float txtscale;
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float falloff;
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} Cast;
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/* result:
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Intensity, R, G, B, Alpha, nor.x, nor.y, nor.z
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*/
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float result[8];
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/* cfra: the current frame */
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float cfra;
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int plugin_tex_doit(int, Cast*, float*, float*, float*);
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/* ******************** Fixed functions ***************** */
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int plugin_tex_getversion(void)
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{
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return B_PLUGIN_VERSION;
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}
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void plugin_but_changed(int but)
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{
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}
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void plugin_init(void)
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{
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}
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/* this function should not be changed: */
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void plugin_getinfo(PluginInfo *info)
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{
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info->name= name;
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info->stypes= NR_TYPES;
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info->nvars= sizeof(varstr)/sizeof(VarStruct);
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info->snames= stnames[0];
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info->result= result;
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info->cfra= &cfra;
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info->varstr= varstr;
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info->init= plugin_init;
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info->tex_doit= (TexDoit) plugin_tex_doit;
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info->callback= plugin_but_changed;
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}
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/* ********************* the texture ******************** */
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/* return 0: One channel texture
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return 1: RGB texture
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return 2: Normals texture */
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int plugin_tex_doit(int stype, Cast *cast, float *texvec, float *dxt, float *dyt)
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{
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float val = 0.0;
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float a = 1.0;
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float p[3];
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float tv[3];
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int i;
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tv[0]=(texvec[0]+1.0)/2.0;
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tv[1]=(texvec[1]+1.0)/2.0;
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tv[2]=(texvec[2]+1.0)/2.0;
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p[0] = cast->txtscale * tv[0];
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p[1] = cast->txtscale * tv[1];
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p[2] = cast->txtscale * tv[2];
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for (i=0; i<cast->depth; i++) {
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val += a * hnoise(1.0, p[0], p[1], p[2]);
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p[0] *= 2.0;
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p[1] *= 2.0;
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p[2] *= 2.0;
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a *= 0.5;
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}
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/* always return this value */
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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);
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if(stype==1) {
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/* color? then return 1;
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*
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* this is r, g, b, a:
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*/
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result[1]= 0.5*result[0];
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result[2]= 1.0-val;
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result[3]= fsqrt(fabs(result[0]));
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result[4]= 1.0;
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return 1;
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}
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if(stype==2) {
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/* normal? then return 2
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*
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* This value is the displacement of the actual normal in
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* the Material calculation.
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*/
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result[5]+= val;
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result[6]+= 1.0-val;
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result[7]= 0.0;
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return 2;
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}
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return 0;
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}
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