noisef.cpp

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00001 // $Id: noisef.cpp 1282 2006-06-09 09:46:49Z alex $
00002 /* @@tag:xara-cn@@ DO NOT MODIFY THIS LINE
00003 ================================XARAHEADERSTART===========================
00004  
00005                Xara LX, a vector drawing and manipulation program.
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00009 
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00096 =================================XARAHEADEREND============================
00097  */
00098 
00099 #include "camtypes.h"
00100 #include "noisef.h"
00101 #include "vector3d.h"
00102 //#include "errors.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00103 #include "bitmpinf.h"
00104 //#include "bitmap.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00105 #include "macros.h"
00106 #include "noisebas.h"
00107 //#include "app.h" - in camtypes.h [AUTOMATICALLY REMOVED]
00108 
00109 CC_IMPLEMENT_DYNCREATE(NoiseFractalFill,CCObject);
00110 
00111 /********************************************************************************************
00112 
00113     NoiseFractalFill::NoiseFractalFill()
00114     
00115     Author:    Mike_Kenny (Xara Group Ltd) <camelotdev@xara.com>
00116     Created:   16/01/97
00117     Purpose:   A noise based fill. Really simply defined as the projection of a 3d noise
00118                function onto a surface.
00119                For documentation, see Docs\Specs\Textures\Phase1 Spec v1,2 and 3 .doc
00120 
00121 ********************************************************************************************/
00122 
00123 NoiseFractalFill::NoiseFractalFill()
00124 {
00125 }
00126 
00127 
00128 /********************************************************************************************
00129 
00130 >   BOOL NoiseFractalFill::DoFill(double scale, 
00131                                   double tuber, 
00132                                   double sweepr, 
00133                                   KernelBitmap *pBitmap) const
00134     
00135     Author:    Mike_Kenny (Xara Group Ltd) <camelotdev@xara.com>
00136     Created:   16/01/97
00137     Purpose:   A noise based fill. Really simply defined as the projection of a 3d noise
00138                function on a torus of given swept radius and tube radius.
00139 
00140 ********************************************************************************************/
00141 /*
00142 BOOL NoiseFractalFill::DoFill(double scale, 
00143                               double tuber, 
00144                               double sweepr, 
00145                               KernelBitmap *pBitmap) const
00146 {
00147     // go get the noise manager
00148     NoiseMan* pNoiseMan = GetApplication()->GetNoiseManager();
00149     if (pNoiseMan==NULL)
00150         return FALSE;
00151 
00152     BitmapInfo Info;
00153     pBitmap->ActualBitmap->GetInfo(&Info);
00154 
00155     INT32 Width  = Info.PixelWidth;
00156     INT32 Height = Info.PixelHeight;
00157     
00158     double n;
00159     INT32 i,j;
00160     BYTE cn;
00161     Vector3D p;
00162 
00163     double theta,phi,sin_phi,cos_phi;
00164 
00165     double vstep = XS_2PI/Height;
00166     double ustep = XS_2PI/Width;
00167     double ls = 1.0/scale;
00168 
00169     for (j=0; j<Height; j++)
00170     {
00171         phi = j*vstep;
00172         
00173         sin_phi = sin(phi);
00174         cos_phi = cos(phi);
00175 
00176         for (i=0; i<Width; i++)
00177         {
00178             theta = i*ustep;
00179 
00180             p.x = sweepr + tuber*cos(theta);
00181             p.y =          tuber*sin(theta);
00182 
00183             p.z = p.x*sin_phi;
00184             p.x = p.x*cos_phi;
00185 
00186             p.x *= 8.0;
00187 
00188             // translate into the positive octant
00189             p.x += sweepr+tuber;
00190             p.y += tuber;
00191             p.z += sweepr+tuber;
00192 
00193             // find the noise value at this position
00194             n = pNoiseMan->NOISE1D(p*ls);
00195             // turn this into a grey scale
00196             cn = (BYTE)(n*255.0+0.5);
00197             // and place it in the bitmap
00198             pBitmap->PlotPixel(i,j,cn);
00199         }
00200     }
00201     
00202     return TRUE;
00203 }
00204 */
00205 
00206 /*
00207 
00208 BOOL NoiseFractalFill::DoFill(double scale, 
00209                               double tuber, 
00210                               double sweepr, 
00211                               KernelBitmap *pBitmap) const
00212 {
00213     double      ustep,vstep,ls,n,s,c;
00214     Vector3D    p;
00215     BYTE        cn;
00216     BitmapInfo  Info;
00217     INT32       Width,Height,i,j;
00218 
00219     // go get the noise manager
00220     NoiseMan* pNoiseMan = GetApplication()->GetNoiseManager();
00221     if (pNoiseMan==NULL)
00222         return FALSE;
00223 
00224     pBitmap->ActualBitmap->GetInfo(&Info);
00225 
00226     Width  = Info.PixelWidth;
00227     Height = Info.PixelHeight;
00228 
00229     ustep = 1.0/(double)Width;
00230     vstep = 1.0/(double)Height;
00231        ls = 1.0/scale;
00232       p.z = 0.0;
00233 
00234     for (j=0; j<Height; j++)
00235     {
00236         p.y = j*vstep*100.0;
00237         s = sin(2.0*p.y*XS_2PI);
00238         for (i=0; i<Width; i++)
00239         {
00240             p.x = i*ustep*100.0;
00241             c = s*cos(2.0*p.x*XS_2PI);
00242             // find the noise value at this position
00243             n = pNoiseMan->NOISE1D(p*ls);
00244             // turn this into a grey scale
00245             cn = (BYTE)(128+n*c*127.0+0.5);
00246             // and place it in the bitmap
00247             pBitmap->PlotPixel(i,j,cn);
00248         }
00249     }
00250 
00251     return TRUE;
00252 }
00253 
00254 */
00255 
00256 /********************************************************************************************
00257 
00258 >   BOOL NoiseFractalFill::DoFill(double scale, 
00259                                   double tuber, 
00260                                   double sweepr, 
00261                                   KernelBitmap *pBitmap) const
00262     
00263     Author:    Mike_Kenny (Xara Group Ltd) <camelotdev@xara.com>
00264     Created:   16/01/97
00265     Purpose:   A noise based fill. This version uses 2d noise built from an array of random
00266                numbers which are spline interpolated and wrapped at the edges. This is
00267                dirtier and quicker than the 3d version and is less succeptable to warping
00268                yet still manages to tile.
00269     
00270 ********************************************************************************************/
00271 
00272 BOOL NoiseFractalFill::DoFill(double scale, 
00273                               UINT32 seed,
00274                               KernelBitmap *pBitmap) const
00275 {
00276     double      ustep,vstep,ustart,vstart;
00277     double      n;
00278     Vector3D    p;
00279     BYTE        cn;
00280     BitmapInfo  Info;
00281     INT32       Width,Height,i,j;
00282 
00283     // go get the noise manager
00284     NoiseMan* pNoiseMan = GetApplication()->GetNoiseManager();
00285     if (pNoiseMan==NULL)
00286         return FALSE;
00287 
00288     // set the random number generator.
00289     pNoiseMan->SEEDTABLE(seed);
00290 
00291     pBitmap->ActualBitmap->GetInfo(&Info);
00292 
00293     Width  = Info.PixelWidth;
00294     Height = Info.PixelHeight;
00295 
00296     ustep = 1.0/(double)Width;
00297     vstep = 1.0/(double)Height;
00298     vstart = vstep/2.0;
00299 
00300     p.z = 0.0;
00301     for (j=0; j<Height; j++)
00302     {
00303         p.y = vstart;
00304         ustart = ustep/2.0;
00305         for (i=0; i<Width; i++)
00306         {
00307             p.x = ustart;
00308             // find the noise value at this position
00309             n = pNoiseMan->NOISE1D(p, scale);
00310             // turn this into a grey scale
00311             cn = (BYTE)(n*255.0+0.5);
00312             // and place it in the bitmap
00313             pBitmap->PlotPixel(i,j,cn);
00314             ustart += ustep;
00315         }
00316         vstart += vstep;
00317     }
00318 
00319 /*  double ng2 = ustep/2.0;
00320     double ng1 = 1.0 - ng2;
00321 
00322     double n0,n1;
00323     double t;
00324     
00325     vstart = vstep + vstep/2.0;
00326     for (j=1; j<Height-1; j++)
00327     {
00328         p.y = vstart;
00329         p.x = ng1;
00330         n0  = pNoiseMan->NOISE1D(p);
00331         p.x = ng2;
00332         n1  = pNoiseMan->NOISE1D(p);
00333 
00334         t = 1.0/3.0;
00335         n = n0 + t*(n1-n0);
00336         cn = (BYTE)(n*255.0+0.5);
00337         pBitmap->PlotPixel(Width-1,j,cn);
00338 
00339         t = 2.0/3.0;
00340         n = n0 + t*(n1-n0);
00341         cn = (BYTE)(n*255.0+0.5);
00342         pBitmap->PlotPixel(0,j,cn);
00343         
00344         vstart += vstep;
00345     }
00346 */
00347     return TRUE;
00348 }
00349     
00350 
00351 

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