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Copy pathetart_plant_Gymnospermae.cc
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350 lines (296 loc) · 10.4 KB
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/// Gymnospermae
// ------------------------------------------------------------------------------------------------
// 崖柏 Thuja sutchuenensis Franch
// ------------------------------------------------------------------------------------------------
void baiguo(vec3 o, vec3 v, int sz = 100)
{
float s_t0X[] = { rrnd(0, 1), rrnd(0, 1), rrnd(0, 1), rrnd(0, 1) };
real alpha = rrnd(0, 0.25);
v = vec(0, rrnd(-0.1, 0.1), 1);
v.norm();
vec3 lgt(-.1, -.5, 1); lgt.norm();
COLOR_HSL hsl;
hsl.luminance = blend(50, 250, rrnd(0, 1), 1);
hsl.luminance = blend(hsl.luminance, 255, -lgt.dot(v), 8); // 高光
vec3 vv0 = v.cross(vec3::UX); vv0.norm();
real sw = 0.0004 * rrnd(0.6, 1.5);
int len = 500;
int corind = rand() % 2;
for (int i = 0; i < len; i++)
{
real ai = i / real(len);
real ang = blend(0, 2 * PI, ai);
vec3 vv = vv0.rotcopy(ang, v);
int wid = sz * (0.75 + 0.25 * FT(ang, s_t0X));
{
vec p = o;
for (int ii = 0; ii < wid; ii++)
{
real aj = ii / real(wid);
p = p + blend(vv, v, aj) * sw;
real ft2d = FT2D(2 * PI * ai, 2 * PI * aj);
real alpha1 = FT2D(2 * PI * aj, 2 * PI * ai);
real ft = sin(ai * 10 * alpha1 + aj * 10 * ft2d);
hsl.hue = blend(0, 10, alpha1, abs(ft2d) * 4);
hsl.saturation = blend(200, 255, ft, 2);
int corr = HSLtoRGB(&hsl);
vec ddp = vec(rrnd(-1, 1), rrnd(-1, 1), rrnd(-1, 1)) * rrnd(0, 0.001);
// vec ddp = v * rrnd(0, 0.001);
//pixel(p + ddp, corr);
if (p.y > 0)
{
point(p + ddp, rrnd(1, 8), blendcor(1, corind == 0 ? RGB(255, 255, 0) : RGB(255, 0, 0), 0.5 + 0.5 * sin(PI * 4 * aj)), alpha);
{// daoying
vec ttpp = p;
vec dttpp = vec(blend(0.0, 0.01 * alpha1, ttpp.y / 0.25) * sin(ttpp.y * 100 * PI), 0, 0);
ttpp.y = -ttpp.y;
pixel(ttpp + dttpp, blendcor(1, corr, 0.5), 0.5 * alpha);
}
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
void baiye(vec3 o, vec3 v, int sz = 100)
{
if (o.y < 0)
return;
float s_t0X[] = { rrnd(0, 1), rrnd(0, 1), rrnd(0, 1), rrnd(0, 1) };
real alpha = rrnd(0, 1);
v = vec(0, rrnd(-0.1, 0.1), 1);
v.norm();
vec3 lgt(-.1, -.5, 1); lgt.norm();
COLOR_HSL hsl;
hsl.luminance = blend(50, 250, rrnd(0, 1), 1);
hsl.luminance = blend(hsl.luminance, 255, -lgt.dot(v), 8); // 高光
vec3 vv0 = v.cross(vec3::UX); vv0.norm();
int len = 500;
for (int i = 0; i < len; i ++)
{
real ai = i / real(len);
real ang = blend(0, 2 * PI, ai);
vec3 vv = vv0.rotcopy(ang, v);
int wid = sz * (0.5 + 0.5 * sin(ang * 18));
{
vec p = o;
for (int ii = 0; ii < wid; ii++)
{
real aj = ii / real(wid);
p = p + vv * 0.0003;
real ft2d = FT2D(2 * PI * ai, 2 * PI * aj);
real alpha1 = FT2D(2 * PI * aj, 2 * PI * ai);
real ft = sin(ai * 10 * alpha1 + aj * 10 * ft2d);
hsl.hue = blend(30, 40, alpha1, abs(ft2d) * 4);
hsl.saturation = blend(100, 255, ft, 2);
int corr = HSLtoRGB(&hsl);
if (p.y > 0)
{
pixel(p, blendcor(1, RGB(rrnd(0, 150), 255, rrnd(0, 0)), 0.5 + 0.5 * sin(PI * 4 * aj)), alpha);
{// daoying
vec ttpp = p;
vec dttpp = vec(blend(0.0, 0.01 * alpha1, ttpp.y / 0.25) * sin(ttpp.y * 100 * PI), 0, 0);
ttpp.y = -ttpp.y;
pixel(ttpp + dttpp, blendcor(1, corr, 0.5), 0.5 * alpha);
}
// 阴影
vec pp = p;
if (pp.y < 0.8 && rrnd(0, 1000) < blend(10, 0, pp.y / 0.8, 0.25))
{
vec2 lxz(lgt.x, lgt.z);
real l = lxz.len() / abs(lgt.y) * pp.y;
lxz.norm();
vec3 oo(pp.x, 0, pp.z);
lxz.rot(blend(0, rrnd(0, PI * 0.05), pp.y / 0.8));
vec3 shadowpt = oo + vec(lxz.x, 0, lxz.y) * l;
//vec2 p2d = viewprj(shadowpt);
//real shadowang = rrnd(0, 2 * PI);
if (rrnd(0.25, 1) < 0.5)
point(shadowpt, blend(4, 16, ai / 0.5, 1) * rrnd(4, 8), 1, blend(0.001, 0.00001, pp.y / 0.8, 0.5 * alpha));
//pointf(int(p2d.x * IMAGESCALE), int(p2d.y * IMAGESCALE), rrnd(32, 64), 1, blend(0.01, 0.001, pp.y / 0.5));
//shadowpixel(int(p2d.x * IMAGESCALE), int(p2d.y * IMAGESCALE), 1, 0.5, 1);
}
}
}
}
}
}
// ------------------------------------------------------------------------------------------------
void yabai(vec3 o, vec3 v, vec3 v0, int len = 5000, real r00 = 0.04, int depth = 0)
{
real alphaa = rrnd(0.1, 0.8);
vec3 s_dpts[] = {
v,
vec3(rrnd(-1, 1), rrnd(0, .5), rrnd(-1, 1)),
vec3(rrnd(-1, 1), rrnd(0, .5), rrnd(-1, 1)),
vec3(rrnd(-1, 1), rrnd(0, .5), rrnd(-1, 1))
};
real s_dptsf[] = {
1,
0.85,
0.75,
0.5
};
float s_t0X[] = { rrnd(0, 1), rrnd(0, 1), rrnd(0, 1), rrnd(0, 1) };
float s_t0Y[] = { rrnd(0, 1), rrnd(0, 1), rrnd(0, 1), rrnd(0, 1) };
int bcor = blendcor(1, 0xFFFFFF, rrnd(0, 1));
vec3 lgt(-.1, -.5, 1); lgt.norm();
vec3 p = o;
vec3 enddir(rrnd(-0.5, 0.5), rrnd(0.1, 0.5), -rrnd(0.8, 1.25)); enddir.norm();
vec3 v1;
vec3 g(0, -0.000011, 0);
vec3 vg;
vec3 uz = vec3::UZ;
real ppsz = 16;
real dppsz = 0;
for (int i = 0; i < len; i++)
{
real ai = i / real(len);
v1 = bezier3(s_dpts, ai); v1.norm();
if (depth > 1)
v0 = v0 + vec3(rrnd(-1, 1), rrnd(-1, 1.01), rrnd(-1, 1)) * 0.0;
else
v0 = v0 + vec3(rrnd(-1, 1), rrnd(-1, 1.01), rrnd(-1, 1)) * 0.12;
v0.norm();
v = blend(v, blend(v0, v1, 0.25), 0.1);
if (depth > 1)
{
vg = vg + g;
//v = v - vg;
}
else
{
vg = vg + g;
v = v - vg;
}
v.norm();
p = p + v * 0.0004;
vec3 vv = v.cross(uz); vv.norm();
uz = vv.cross(v); uz.norm();
real r0 = r00 * bezier3(s_dptsf, ai) * blend(1, depth == 0 ? 1 : 1, ai);
if (i == len - 1 &&
depth < 10 &&
//(rand() % 100 < 50 || depth < 2 || depth > 6) &&
r0 > 0.000)
{
{
vec vvv = blend(v, vv, blend(0.75, 0.9, depth / 7.0));
real len1 = depth == 0 ? len * 0.2 : 0.618 * len;
yabai(p, v, vvv.rotcopy(PI * 2 / 3, v).normcopy(), len1, r0, depth + 1);
yabai(p, v, vvv.rotcopy(2 * PI * 2 / 3, v).normcopy(), len1, r0, depth + 1);
yabai(p, v, vvv.rotcopy(0, v).normcopy(), len1, r0, depth + 1);
}
}
dppsz -= rrnd(0, 0.001);
ppsz += dppsz;
int len1 = 2 * r0 * 3.5 * IMAGESCALE;
{
if (depth > 3 && rand() % 10500 < 15)
{
//baiye(p + vec3(rrnd(-1, 1), rrnd(-1, 1), rrnd(-1, 1)) * rrnd(0, 0.005), vv.rotcopy(PI / 2, v), blend(1.5, 0.8, ai) * rrnd(50, 100));
}
if (depth > 3 && rand() % 10500 < 15)
{
//baiguo(p + vec3(rrnd(-1, 1), rrnd(-1, 1), rrnd(-1, 1)) * rrnd(0, 0.005), vv.rotcopy(-PI / 2, v), blend(1.5, 0.8, ai) * rrnd(50, 100));
}
if (len1 >= 2 && depth <= 4)
{
static vec3 lowerpp[2000];
static vec3 lstpp;
for (int j = 0; j < len1; j++)
{
real aj = j / real(len1);
real ang = aj * 2 * PI;
vec3 tvv = vv.rotcopy(ang, v);
tvv.norm();
real r = r0;
//r = abs(r0 * (1 + 0.25 * FT2D(aj * PI * 4, ai * PI * 4, s_t0X, s_t0Y)));
r = abs(r0 * (1 + 0.25 * sin(aj * PI * 20)));
vec3 pp = p + tvv * r;
if (i > 0 && j > 0)
{
vec3 normal = (lstpp - pp).cross(lowerpp[j % 2000] - pp); normal.norm();
COLOR_HSL hsl;
hsl.luminance = blend(1, 25, -lgt.dot(normal), 1);
hsl.luminance = blend(hsl.luminance, 100, -lgt.dot(normal), 8); // 高光
real ft2d = FT2D(8 * PI * ai, 8 * PI * aj);
real alpha1 = FT2D(6 * PI * aj, 6 * PI * ai);
real ft = sin(aj * 15);
//hsl.luminance = blend(5, 30, abs(lgt.dot(normal)), 4 * alpha1);
hsl.hue = blend(40, 99, ft);
hsl.saturation = depth > 3 ? blend(5, 120, ft, 2) : 0;
int corr = HSLtoRGB(&hsl);
//if (depth <= 2)
//if (j % 50 == 0)
{
//point(pp, blend(1, rrnd(2, 16), abs(normal.x), 4), corr);
//if (depth == 0)
// point(pp, blend(16, 1, ai, 0.5) * alpha1, 1);
//else
// point(pp, rrnd(1, 4), 1);
corr = blendcor(RGB(rrnd(0, 255), rrnd(0, 255), rrnd(0, 255)), corr, rrnd(0.8, 1));
point(pp, rrnd(1, r00 * IMAGESCALE * 0.1 + 4), corr, rrnd(0.75, 1));
{// daoying
vec ttpp = pp;
vec dttpp = vec(blend(0.0, 0.025, ttpp.y / 0.25) * sin(ttpp.y * 50 * PI), 0, 0);
ttpp.y = -ttpp.y;
point(ttpp + dttpp, rrnd(1, r00 * IMAGESCALE * 0.1 + 4), blendcor(1, corr, 0.5), 0.5);
}
// 阴影
if (pp.y < 0.99 && rrnd(0, 1000) < blend(20, 0, pp.y / 0.5, 0.25))
{
vec2 lxz(lgt.x, lgt.z);
real l = lxz.len() / abs(lgt.y) * pp.y;
lxz.norm();
vec3 oo(pp.x, 0, pp.z);
lxz.rot(blend(0, rrnd(0, PI * 0.05), pp.y / 0.5));
vec3 shadowpt = oo + vec(lxz.x, 0, lxz.y) * l;
//vec2 p2d = viewprj(shadowpt);
//real shadowang = rrnd(0, 2 * PI);
if (rrnd(0.25, 1) < 0.5)
point(shadowpt, blend(4, 16, ai / 0.5, 1) * blend(4, 8, rndmap[j % 512][i % 512]), 1, blend(0.001, 0.00001, pp.y / 0.5, 0.5));
//pointf(int(p2d.x * IMAGESCALE), int(p2d.y * IMAGESCALE), rrnd(32, 64), 1, blend(0.01, 0.001, pp.y / 0.5));
//shadowpixel(int(p2d.x * IMAGESCALE), int(p2d.y * IMAGESCALE), 1, 0.5, 1);
}
}
}
lstpp = lowerpp[j % 2000] = pp;
}
}
else
{
if (p.y > 0)
{
point(p, 1 + rrnd(1, 4) * blend(1.5, 0.128, ai), blendcor(0xFF004000, 1, rrnd(0, 0.9)), rrnd(0.8, 1.2) * alphaa);
vec pp = p;
{// daoying
vec ttpp = pp;
vec dttpp = vec(blend(0.0, 0.025, ttpp.y / 0.25) * sin(ttpp.y * 25 * PI), 0, 0);
ttpp.y = -ttpp.y;
point(ttpp + dttpp, rrnd(1, r00 * IMAGESCALE * 0.1 + 4), blendcor(1, 1, 0.5), 0.1);
}
// 阴影
if (pp.y < 0.99 && rrnd(0, 1000) < blend(20, 0, pp.y / 0.5, 0.25))
{
vec2 lxz(lgt.x, lgt.z);
real l = lxz.len() / abs(lgt.y) * pp.y;
lxz.norm();
vec3 oo(pp.x, 0, pp.z);
lxz.rot(blend(0, rrnd(0, PI * 0.05), pp.y / 0.5));
vec3 shadowpt = oo + vec(lxz.x, 0, lxz.y) * l;
//vec2 p2d = viewprj(shadowpt);
//real shadowang = rrnd(0, 2 * PI);
if (rrnd(0.25, 1) < 0.5)
point(shadowpt, blend(4, 16, ai / 0.5, 1) * rrnd(4, 8), 1, blend(0.001, 0.00001, pp.y / 0.5, 0.5));
//pointf(int(p2d.x * IMAGESCALE), int(p2d.y * IMAGESCALE), rrnd(32, 64), 1, blend(0.01, 0.001, pp.y / 0.5));
//shadowpixel(int(p2d.x * IMAGESCALE), int(p2d.y * IMAGESCALE), 1, 0.5, 1);
}
// if (rand() % 1000 < 15)
// {
// point(p + vec3(rrnd(-1, 1), rrnd(-1, 1), rrnd(-1, 1)) * rrnd(0, 0.05), rrnd(1, 32), blendcor(1, 1, rrnd(0, 1), 0.25), rrnd(0.1, 0.8));
// }
}
}
}
}
}