[comp.sources.amiga] v90i258: DKBTrace 2.01 - DKBtrace Ray-Tracer, Part10/10

amiga-request@abcfd20.larc.nasa.gov (Amiga Sources/Binaries Moderator) (09/04/90)

Submitted-by: David Schanen <mtv@milton.u.washington.edu>
Posting-number: Volume 90, Issue 258
Archive-name: applications/dkbtrace-2.01/part10

#!/bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 10 (of 10)."
# Contents:  Docs/dkb.doc
# Wrapped by tadguy@abcfd20 on Mon Sep  3 19:21:23 1990
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'Docs/dkb.doc' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'Docs/dkb.doc'\"
else
echo shar: Extracting \"'Docs/dkb.doc'\" \(65462 characters\)
sed "s/^X//" >'Docs/dkb.doc' <<'END_OF_FILE'
X
X
X
X
X
X
X                DKBtrace Ray-Tracer, Amiga/IBM Version 2.0
X
X                "It's free, and it's well worth the price!"
X
X
X
X
X
X
X
X     This program was written by:
X
X                         David Buck
X                         22C Sonnet Cres.
X                         Nepean, Ontario
X                         Canada, K2H 8W7
X
X     It has been made freely distributable.  The author retains the copyright
X     to the program but authorizes free distribution by BBS'es, networks or
X     by magnetic media.  The distributer may choose to charge for the cost of
X     the disk but should not sell the software for profit.  Non-profit
X     organizations such as clubs may charge for the software so long as the
X     price is reasonable (less than $5.00 more than the cost of the disk) and
X     so long as the buyers are informed that the program is freely
X     distributable. 
X
X     The images and data files generated by the raytracer are the property of
X     the user of the software and may be used for any purpose without
X     restriction.
X
X     The author makes no guarantees or warantees with this program and claims
X     no responsibility for any damage or loss of time caused by this program.
X     Bug reports may be sent to the author but the author is under no
X     obligation to provide bug fixes, features, or any support for this
X     software.
X
X     I would also like to place the following conditions on the use of this
X     program:
X
X     1) that it should not be used as part of any commercial package without
X        my explicit written consent.
X
X     2) if you make any neat and interesting pictures, please send them to
X        me.
X
X     3) If you make any changes to the source code, please let me know.  I'd
X        like to see what you've done.
X
X     4) This text file should accompany the program.
X
X
X
X     I can be reached on the following BBS'es
X
X     ATX       (613) 526-4141
X     OMX       (613) 731-3419
X     Mystic    (613) 731-0088 or (613) 731-6698
X     FidoNet   1:163/109.9
X     Bitnet    David_Buck@Carleton.CA
X
X
X
X
XSection 0.1 - Recent Update History:
X
X     Version 1.2 First release
X     Version 2.0 Conversion to the IBM done by Aaron A. Collins
X                 New textures, Specular and Phong highlighting added by
X                 Aaron A. Collins
X                 Triangle, Smooth Triangle, Sphere, Plane support added by
X                 David Buck
X                 RAW, IFF and GIF image mapping added by David Buck and Aaron
X                 Collins
X                 Transparency and Fog added by David Buck
X                 GIF format file reader by Steve Bennett (used with permission)
X                 New Noise and DNoise functions by Robert Skinner
X                   (used with permission)
X
X     Aaron Collins can be reached on the following BBS'es
X
X     Lattice BBS                   (708) 916-1200
X     The Information Exchange BBS  (708) 945-5575
X     Stillwaters BBS               (708) 403-2826
X
X     AAC: As of July of 1990, there will be a Ray-Trace specific BBS in the
X     (708) Area Code (Chicago suburbia) for all you Traceaholics out there. 
X     The phone number of this new BBS is (708) 358-5611. I will be Co-Sysop
X     of that board.  There is also a new Ray-Trace and Computer-Generated
X     Art specific SIG on Compuserve, GO COMART.  And now, back to the DOCS...
X
X     Version 2.0 includes ANSI-C function prototyping for ALL functions,
X     TARGA format output file capability, and a reversal of the order of
X     writing screen data from the original DKB/QRT "RAW" file format.  For
X     IBM's, it has a crude VGA 320x200 by 256 color display rendering
X     ability.  If the image requested is larger than 320x200, every other
X     pixel horizontally and vertically is dropped from the display to keep it
X     all on the screen.
X
X     Version 2.0 compiles under Turbo-C 2.0 on the IBM P.C. and Lattice C
X     5.05 on the Amiga.  The only file which contains the ANSI extensions is
X     dkbproto.h, so for non-ANSI compilers, you only need to remove the
X     declaration of the parameters in the config.h file and the whole thing
X     should compile.  There are several example config.h files for Amiga,
X     IBM, and Unix.  The appropriate  one should be copied over CONFIG.H, and
X     the MAKEFILE should be edited for your particular system and compiler
X     configuration before compilation.
X
X     Version 2.0 has a significant difference from prior releases:  Speed!
X     The new primitives of SPHERE, PLANE, TRIANGLE, etc. greatly speed up
X     tracing.  Another significant speed-up is that world X-Y-Z values beyond
X     10 Million or so are ignored, and ray tracing beyond that distance will
X     cease.  This produces 2 minor peculiarities:
X
X     1)   A black stripe at the horizon point of Pre-2.0 scene description
X          .data files that have "ground" and "sky" planes defined.  The
X          planes were traced out to a much greater "infinity" so this effect
X          was unnoticeable, prior to version 2.0.
X     2)   Tiny black pixels in the texture, or "Surface Acne".
X
X
X     This is usually caused by rays being refracted or reflected such that
X     the ray does not happen to hit any object, and eventually becomes black
X     in color as it gets too far away and gets clipped.  This effect can be
X     minimized by enclosing the scene with distant "walls", "floors", or
X     placing "ocean floors" beneath water, etc.  So far, no scenes have
X     required placing such planes behind the camera, unless an "environment
X     map" of sorts is desired.  See SKYTEST.DAT for several examples of
X     spurious distant planes.  If your "acne" still doesn't go away, it may
X     be due to a large pixel sample area and it's accidentally picking a point
X     which is just inside the primitive being hit.  This is a more tricky
X     problem to solve, and anti-aliasing the image will definitely help if
X     this sort of thing occurs.
X
X     For IBM's, the program PICLAB by the Stone Soup Group offers excellent
X     image post-processing features and has direct TARGA 16/24/32 file format
X     compatibility, and will serve to palette map and translate the TARGA
X     images into .GIF's, etc.  The commercial application AUTODESK ANIMATOR
X     offers a CONVERT utility that also does an excellent job of palette
X     mapping a TARGA to .GIF format.  COLORIX VGA PAINT also offers TARGA
X     format reading and conversion facilities.  Those of you  with real TARGA
X     boards can view the files directly in 16 million colors and are lucky
X     and should know it!
X
X     The Stone Soup Group also produces FRACTINT, the best fractal/Mandelbrot
X     program available at ANY price (and it too is FREE!) for the PC.  I
X     (AAC) have borrowed their Public Domain .GIF file reading routines for
X     the Image Map texture.  Here is their Copyright Notice from the GIF
X     Decoder module:
X
X      * DECODER.C - An LZW decoder for GIF
X      * Copyright (C) 1987, by Steven A. Bennett
X      *
X      * Permission is given by the author to freely redistribute and include
X      * this code in any program as long as this credit is given where due.
X      *
X      * In accordance with the above, I want to credit Steve Wilhite, who
X      * wrote the code which this is heavily inspired by...
X      *
X      * GIF and 'Graphics Interchange Format' are trademarks (tm) of
X      * Compuserve, Incorporated, an H&R Block Company.
X
X
X
XSection 0.5 - Program Description:
X
X
X     This program is a ray tracer written completely in C.  It supports
X     arbitrary quadric surfaces (spheres, ellipsoids, cones, cylinders,
X     planes, etc.), constructive solid geometry, and various shading models
X     (reflection, refraction, marble, wood, and many others).  It also has
X     special-case code to handle spheres, planes, triangles, and smooth
X     triangles.  By using these special primitives, the rendering can be done
X     much more quickly than by using the more general quadrics. 
X     In order to create pictures with this program, you must describe the   
X     objects in the world.  This description is a text file called   
X     "<filename>.data", and <filename> defaults to "object" if not specified.
X     Normally, such files are difficult to write and to read.  In order to
X     make this task easier, the program contains a two-pass parser to read
X     the data file.  It allows the user to easily create complex worlds from
X     simple components.  Since the parser allows include files, the user may
X     put the object descriptions into different files and combine them all
X     into one final image.
X
X     This manual is divided into four main sections.  The first section   
X     describes the command-line parameters for the program.  The second
X     section describes the syntax and semantics of the description language. 
X     Some sample worlds and their corresponding images are provided on the
X     disk.  The third section details how to display and convert the images
X     using various postprocesors, and section four has a collection of handy
X     hints for using the tracer most effectively as well as some quick start
X     procedures. 
X
X
XSection 1 - Command Line Parameters
X
X     This program is designed to be run from the CLI, although it can be run
X     from the Workbench if desired.  From the CLI, the program accepts
X     various parameters:
X
X     -wxxx     width of the picture in pixels
X               (On the Amiga, use 319 for full-sized pictures)
X     -hxxx     height of the picture in pixels
X               (On the Amiga, use 400 for full-sized pictures)
X
X     +v        verbose option - print out the scan line number.
X     -v        disable verbose option
X
X     +f        produce an output file
X     -f        don't produce an output file
X
X               If the +f option is used, the ray tracer will produce an
X               output file of the picture.  This output file describes each
X               pixel with 24 bits (8 bits for red, 8 for green, and 8 for
X               blue). A post processor (Amiga only) called "DumpToIFF" can
X               convert this format to hi-res HAM format (320 x 400) making
X               reasonable choices for the colour registers.  For compati-
X               bility, the format of the dump file is the same as the format 
X               for the QRT ray tracer.  With Version 2.0, you can substitute
X               the "t" character for the "f" character and produce output
X               files directly in the Truevision (R) TARGA 24 format.  This
X               format is remarkably like the QRT/DKB raw format, so it was
X               easily done, and allows for a wider range of post-processing
X               programs to be used.  The extension .TGA is normally used for
X               such files, but any may be chosen.
X
X     +d        display the picture while tracing
X     -d        don't display the picture while tracing
X
X               If the +d option is used, then the picture will be displayed
X               while the program performs the ray tracing.  On the Amiga,
X               this picture is not as good as the one created by "DumpToIFF"
X               because it does not try to make optimum choices for the colour
X               registers.  Version 2.0 will produce a display on an IBM-PS/2
X               compatible VGA/MCGA display in 320x200 x 256 colours if the +d
X               option is given (Anyone for adding in SVGA resolutions??) but
X               the same basic caveat is still applicable: A good post-
X               processor will make better choices of the most popular colors
X               in the image to map to the display. 
X
X     +p        wait for prompt (beep and pause) before quitting
X     -p        finish without waiting
X
X               The +p option makes the program wait for a carriage return
X               before exiting (and closing the graphics screen).  This gives
X               you time to admire the final picture before destroying it. 
X
X
X  -ifilename   set the input filename
X  -ofilename   set output filename
X
X               If your input file is not "Object.data", then you can use -i
X               to set the filename.  The default output filename will be
X               "data.display" on Amiga's, and either "data.dis" or "data.tga"
X               on IBM's, depending on the output file format that is being
X               used.  If you want a different output file name, use the -o
X               option.
X
X     +a[xxx]   anti-alias - xxx is an optional tolerance level (default 0.3)
X     -a        don't anti-alias
X
X               The +a option enables adaptive anti-aliasing.  The number
X               after the +a option determines the threshold for the anti-
X               aliasing.  If the colour of a pixel differs from its neighbor
X               (to the left or above) by more than the threshold, then the
X               pixel is subdivided and super-sampled.  The samples are
X               jittered to introduce noise and make the pictures look better. 
X               If the anti-aliasing threshold is 0.0, then every pixel is
X               supersampled.  If the threshold is 1.0, then no anti-aliasing
X               is done.  Good values seem to be around 0.2 to 0.4. 
X
X     +x        allow early exit by hitting any key (IBM only)
X     -x        lock in trace until finished        (IBM only)
X
X               On the IBM, the -e option disables the ability to abort the
X               trace by hitting a key.  If you are unusually clumsy or have
X               CATS that stomp on your keyboard (like I do - AAC :-)), you
X               may want to use it.  If you are writing a file, the system
X               will recognize ^C at the end of line if BREAK is on (on the
X               IBM).  If you aren't writing a file, you won't be able to
X               abort the trace until it's done.
X
X               This option was meant for big, long late-nite traces that take
X               ALL night (or longer!), and you don't want them interrupted by
X               anything less important than a natural disaster such as hur-
X               ricane, fire, flood, famine, etc.
X
X     -bxxx     use an output file buffer of xxx kilobytes.
X               (if 0, flush the file on every line - this is the default)
X
X               The -b option allows you to assign large buffers to the output
X               file.  This reduces the amount of time spent writing to the
X               disk and prevents unnecessary wear (especially for floppies). 
X               If this parameter is zero, then as each scanline is finished,
X               the line is written to the file and the file is flushed.  On
X               most systems, this operation insures that the file is written
X               to the disk so that in the event of a system crash or other
X               catastrophic event, at least part of the picture has been
X               stored properly on disk.
X
X
X     -sxxx     start tracing at line number xxx.
X     -exxx     end tracing at line number xxx.
X
X               The -s option is provided for when some natural or unnatural
X               catastrophe has occurred, and you want to restart the trace at
X               a given line number after the crash.  One is subtracted from
X               the given line number if anti-aliasing is activated (the prior
X               line's being computed is required for the anti-aliasing mech-
X               anism to function properly).  It can also be used to re-render
X               parts of an image (perhaps with anti-aliasing turned on).  A
X               separate utility can then merge the new lines into the old
X               file.  The particularly faint of heart or weak of power supply
X               may want to batch the image in "strips" of 10-20 lines and
X               concatenate them later.
X
X     -qx       rendering quality
X
X               The -q option allows you to specify the image rendering
X               quality.  The parameter can range from 0 to 9.  The values
X               correspond to the following quality levels:
X
X               0,1  Just show colours.  Ambient lighting only.
X               2,3  Show Diffuse and Ambient light
X               4,5  Render shadows
X               6,7  Create surface textures
X               8,9  Compute reflected, refracted, and transmitted rays.
X
X               The default is -q9 (maximum quality) if not specified.
X
X               You may specify the default parameters by modifying the file
X               "trace.def" which contains the parameters in the above format. 
X               This filename contains a complete command line as though you 
X               had typed it in, and is processed before any options supplied
X               on the command line are recognized.
X
X
X
X
XSection 2 - The Object Description Language
X
X     The Object Description Language allows the user to describe the world in
X     a readable and convenient way.
X
X     The language delimits comments by the left and right braces ({ and }). 
X     Nested comments are allowed, but no sane person uses them anyway, right?
X     
X     The language allows include files to be specified by placing the line:
X
X     INCLUDE "filename"
X
X     at any point in the input file (Include files may be nested).
X
X
XSection 2.1 - The Basic Data Types
X
X     There are several basic types of data:
X
X  Float
X     Floats are represented by an optional sign (+ or -), some digits, an   
X     optional decimal point, and more digits.  It does not support the "e"  
X     notation for exponents.  The following are valid floats:
X
X     1.0  -2.0  -4  +34
X
X  Vector
X     Vectors are arrays of three floats.  They are bracketed by angle
X     brackets ( < and > ), and the three terms usually represent x, y, and z.
X     For example:
X
X     < 1.0  3.2  -5.4578 >
X
X  Colour
X     A colour consists of a red component, a green component, a blue
X     component, and possibly an alpha component.  All four components are
X     floats in the range 0.0 to 1.0.  The syntax for Colours is the word
X     "COLOUR" followed by any or all of the RED, GREEN, BLUE or ALPHA
X     components in any order.
X
X     For example:
X
X     COLOUR  RED 1.0  GREEN 1.0  BLUE 1.0
X     COLOUR  BLUE 0.56
X     COLOUR  GREEN 0.45 RED 0.3 ALPHA 0.3
X
X     Alpha is a transparency indicator.  If an object's colour contains some 
X     transparency, then you can see through it.  If Alpha is 0.0, the object 
X     is totally opaque.  If it is 1.0, it is totally transparent.
X
X     For those people who spell "Colour" the American way as "Color", the   
X     program also accepts "COLOR" as equivalent to "COLOUR" in all instances.
X
X  COLOUR_MAP
X     For wood, marble, spotted, agate, granite, and gradient texturing, the
X     user may specify arbitrary colours to use for the texture.  This is done
X     by a colour map or "colour spline".  When the object is being textured,
X     a number between 0.0 and 1.0 is generated which is then used to form the
X     colour of the point.  A Colour map specifies the mapping used to change
X     these numbers into colours.  The syntax is as follows:
X
X     COLOUR_MAP
X          [start_value end_value colour1 colour2]
X          [start_value end_value colour1 colour2]
X          ...
X     END_COLOUR_MAP
X
X     The value is located in the colour map and the final colour is
X     calculated by a linear interpolation between the two colours in the
X     located range.
X
XSection 2.2 - The More Complex Data Types
X
X     The data types used to describe the objects in the world are a bit more 
X     difficult to describe.  To make this task easier, the program allows
X     users to describe these types in two ways.  The first way is to define
X     it from first principles specifying all of the required parameters.  The
X     second way allows the user to define an object as a modification of
X     another object (the other object is usually defined from first
X     principles but is much simpler).  Here's how it works:
X
X     You can use the term DECLARE to declare a type of object with a certain 
X     description.  The object is not included in the world but it can be used
X     as a "prototype" for defining other objects, as this basic example
X     shows:
X
X     DECLARE Sphere = QUADRIC
X          <1.0 1.0 1.0>
X          <0.0 0.0 0.0>
X          <0.0 0.0 0.0>
X          -1.0
X     END_QUADRIC
X
X     To then reference the declaration elsewhere in your source file or in
X     another included one, and to actually include the object in the world,
X     you would define the object using object definition syntax, like this:
X
X     OBJECT
X          QUADRIC Sphere
X               SCALE <20.0 20.0 20.0>
X          END_QUADRIC
X          COLOUR White
X          AMBIENT 0.2
X          DIFFUSE 0.8
X     END_OBJECT
X     The real power of declaration becomes apparent when you declare several
X     primitive types of objects and then define an object with several
X     component shapes, using either COMPOSITE methods or the CSG methods
X     INTERSECTION, UNION, or DIFFERENCE.  More on those later.  Also, using
X     the DECLARE keyword can make several objects share a texture without the
X     need for each object to store a duplicate copy of the same texture, for
X     more efficient memory usage.   Example:
X 
X     OBJECT         { A Hot dog in a Hamburger Bun (?) }
X          UNION
X               QUADRIC Sphere
X                    SCALE <20.0, 10.0, 20.0>
X               END_QUADRIC
X               QUADRIC Cylinder_X
X                    SCALE <40.0, 20.0, 20.0>
X               END_QUADRIC
X          END_UNION
X     END_OBJECT
X
X
X  Viewpoint
X     The viewpoint tells the ray tracer the location and orientation of the 
X     camera.  The viewpoint is described by four vectors - Location,
X     Direction, Up, and Right.  Location determines where the camera is
X     located.  Direction  determines the direction that the camera is
X     pointed.  Up determines the "up" direction of the camera.  Right
X     determines the direction to the right of the camera.
X
X     A first principle's declaration of a viewpoint would look like this:   
X     
X     VIEWPOINT
X          LOCATION < 0.0  0.0  0.0>
X          DIRECTION < 0.0  0.0  1.0>
X          UP < 0.0  1.0  0.0 >
X          RIGHT < 1.0  0.0  0.0>
X     END_VIEWPOINT
X
X     This format becomes cumbersome, however, because the vectors must be   
X     calculated by hand.  This is especially difficult when the vectors are
X     not lined up with the X, Y, and Z axes as they are in the above example. 
X     To make it easier to define the viewpoint, you can define one viewpoint,
X     then modify the description.  For example,
X
X     VIEWPOINT
X          LOCATION < 0.0  0.0  0.0>
X          DIRECTION < 0.0  0.0  1.0>
X          UP < 0.0  1.0  0.0 >
X          RIGHT < 1.0  0.0  0.0 >
X          TRANSLATE < 5.0  3.0  4.0 >
X          ROTATE < 30.0  60.0  30.0 >
X     END_VIEWPOINT
X
X     In this example, the viewpoint is created, then translated to another
X     point in space and rotated by 30 degrees about the X axis, 60 degrees
X     about the Y axis, and 30 degrees about the Z axis.
X
X     Unfortunately, even this is somewhat cumbersome.  So, in version 2.0,
X     you can now specify two more parameters:
X
X          SKY <vector>
X          LOOK_AT <vector>
X
X     The SKY keyword tells the viewpoint where the sky is.  It tries to keep 
X     the camera's UP direction aligned as closely as possible to the sky. 
X     The LOOK_AT keyword tells the camera to look at a specific point.  The
X     camera is rotated as required to point directly at that point.  By
X     changing the  SKY vector, you can twist the camera while still looking
X     at the same point.
X
X     Note that a pinhole camera model is used, so no focus or depth-of-field 
X     effects are supported at this time.
X   
X
X     Version 2.0 of the raytracer includes the ability to render fog.  To add 
X     fog to a scene, place the following declaration outside of any object  
X     definitions:
X
X     FOG
X          COLOUR  ... the fog colour
X          200.0   ... the fog distance
X     END_FOG
X
X  Shapes
X     Shapes describe the shape of an object without mentioning any surface  
X     characteristics like colour, lighting and reflectivity.  The most
X     general shape used by this system is called a Quadric Surface.  Quadric
X     Surfaces can produce shapes like spheres, cones, and cylinders.  The
X     easiest way to define these shapes is to include the standard file
X     "BasicShapes.data" into your program and to transform these shapes
X     (using TRANSLATE, ROTATE, and SCALE) into the ones you want.  To be
X     complete, however, I will describe the mathematical principles behind
X     quadric surfaces.  Those who are not interested in the mathematical
X     details can skip to the next section.
X
X     A quadric surface is a surface in three dimensions which satisfies the 
X     following equation:
X
X
X     A y**2  + B y**2  + C z**2
X     + D xy    + E xz    + F yz
X     + G x     + H y     + I z    + J = 0
X
X
X     (Did you really want to know that?  I didn't think so. :-)  DKB)
X
X     Different values of A,B,C,...J will give different shapes.  So, if you
X     take any three dimensional point and use its x, y, and z coordinates in
X     the above equation, the answer will be 0 if the point is on the surface
X     of the object.  The answer will be negative if the point is inside the
X     object and positive if the point is outside the object.  Here are some
X     examples:
X
X     X**2 + Y**2 + Z**2 - 1 = 0     Sphere
X     X**2 + Y**2 - 1 = 0            Cylinder along the Z axis
X     X**2 + Y**2 + Z = 0            Cone along the Z axis
X
X     General quadric surfaces can be defined as follows:
X
X     QUADRIC
X          < A B C >
X          < D E F >
X          < G H I >
X          J
X     END_QUADRIC
X
X
XSection 2.3 - Quadric surfaces the easy way
X
X     Now that doesn't sound so hard, does it?  Well, actually, it does.  Only 
X     the hard-core graphics fanatic would define his objects using the
X     QUADRIC definition directly.  Even I don't do it that way and I know how
X     it works (Well, at least I worked it out once or twice :-) - DKB).
X
X     Fortunately, there is an easier way. The file "BasicShapes.data" already
X     includes the definitions of many quadric surfaces.  They are centered
X     about the origin (0,0,0) and have a radius of 1.  To use them, you can
X     define shapes as follows:
X
X
X     INCLUDE "BasicShapes.data"
X
X     QUADRIC
X          Cylinder_X
X          SCALE < 50.0  50.0  50.0 >
X          ROTATE < 30.0  10.0  45.0 >
X          TRANSLATE < 2.0  5.0  6.0 >
X     END_QUADRIC
X
X
X     You may have as many transformation lines (scale, rotate, and translate)
X     as you like in any order.  Usually, however, it's easiest to do a scale
X     first, one or more rotations, then finally a translation.  Otherwise,
X     the results may not be what you expect. (The transformations always
X     transform the object about the origin.  If you have a sphere at the
X     origin and you translate it then rotate it, the rotation will spin the
X     sphere around the origin like planets about the sun).
X
X
X
XSection  2.4 - Spheres
X
X     Since spheres are so common in ray traced graphics, A SPHERE primitive
X     has been added to the system.  This primitive will render much more
X     quickly than the corresponding quadric shape.  The syntax is:
X      
X     SPHERE  <center> radius END_SPHERE
X
X     You can also add translations, rotations, and scaling to the sphere. 
X     For example, the following two objects are identical:
X
X     OBJECT
X          SPHERE  < 0.0 25.0 0.0 > 10.0 END_SPHERE
X          COLOR Blue
X          AMBIENT 0.3
X          DIFFUSE 0.7
X     END_OBJECT
X
X     OBJECT
X          SPHERE  < 0.0 0.0 0.0 > 1.0
X               TRANSLATE <0.0  25.0  0.0> 
X               SCALE <10.0  10.0  10.0>
X          END_SPHERE
X          COLOR Blue
X          AMBIENT 0.3
X          DIFFUSE 0.7
X     END_OBJECT
X
X     Note that Spheres may only be scaled uniformly. You cannot use:
X
X     SCALE <10.0 5.0 2.0>
X
X     on a sphere.  If you need oblate spheroids such as this, use a scaled
X     quadric "Sphere" shape instead.
X
XSection  2.5 - Planes
X
X     Another primitive provided to speed up the raytracing is the PLANE. 
X     This is a flat infinite plane.  To declare a PLANE, you specify the
X     direction of the surface normal to the plane (the UP direction) and the
X     distance from the origin of the plane to the world's origin.  As with
X     spheres, you can translate, rotate, and scale planes.  Examples:
X
X     PLANE <0.0  1.0  0.0> -10.0 END_PLANE   { A plane in the X-Z axes 10
X                                             units below the world origin. }
X
X     PLANE <0.0  1.0  0.0>  10.0 END_PLANE   { A plane in the X-Z axes 10
X                                             units above the world origin. }
X
X     PLANE <0.0  0.0  1.0>  -10.0 END_PLANE  { A plane in the X-Y axes 10
X                                             units behind the world origin.}
X
X
XSection  2.6 - Triangles
X
X     In order to make more complex objects than the class of quadrics will
X     permit, a new primitive shape for triangles has been added.  There are
X     two different types of triangles:  flat shaded triangles and smooth
X     shaded (Phong) triangles.
X
X     Flat shaded triangles are defined by listing the three vertices of the 
X     triangle.  For example:
X   
X     TRIANGLE  < 0.0   20.0  0.0>
X               < 20.0  0.0   0.0>
X               <-20.0  0.0   0.0>
X     END_TRIANGLE
X
X     The smooth shaded triangles use Phong Normal Interpolation to calculate
X     the surface normal for the triangle.  This makes the triangle appear to
X     be a smooth curved surface.  In order to define a smooth triangle,
X     however, you must supply not only the vertices, but also the surface
X     normals at those vertices.  For example:
X   
X     SMOOTH_TRIANGLE
X          {      points             surface normals     }
X          <  0.0  30.0  0.0 >    <0.0   0.7071   -0.7071>
X          < 40.0 -20.0  0.0 >    <0.0   -0.8664  -0.5   >
X          <-50.0 -30.0  0.0 >    <0.0   -0.5     -0.8664>
X     END_SMOOTH_TRIANGLE
X
X     As with the other shapes, triangles can be translated, rotated, and
X     scaled.
X
X     NOTE:  Triangles cannot be used in CSG INTERSECTION or DIFFERENCE types
X     (described next) since triangles have no clear "inside".  The CSG UNION
X     type works acceptably but with no difference from a COMPOSITE object.
X
X
XSection 2.7 - Constructive Solid Geometry (CSG)
X
X     This ray tracer supports Constructive Solid Geometry in order to make
X     the object definition abilities more powerful.  Constructive Solid
X     Geometry allows you to define shapes which are the union, intersection,
X     or difference of other shapes.  Unions superimpose the two shapes.  This
X     has the same effect as defining two separate objects, but is simpler to
X     create and/or manipulate.  Intersections define the space where the two
X     surfaces meet.  Differences allow you to cut one object out of another.
X
X
X
X
X
X
X
X
X     CSG Intersections, Unions, and Differences can consist of two or more
X     shapes.  They are defined as follows:
X
X     OBJECT
X          INTERSECTION
X               QUADRIC
X                    ...
X               END_QUADRIC
X
X               QUADRIC
X                    ...
X               END_QUADRIC
X
X               QUADRIC
X                    ...
X               END_QUADRIC
X          END_INTERSECTION
X          ...
X     END_OBJECT
X
X     UNION or DIFFERENCE may be used instead of INTERSECTION.  The order of
X     the shapes doesn't matter except for the DIFFERENCE shapes.  For CSG
X     differences, the first shape is visible and the remaining shapes are cut
X     out of the first (in reverse order from version 1.2 DIFFERENCE's).
X
X     Constructive solid geometry shapes may be translated, rotated, or scaled
X     in the same way as a Quadric surface.  The quadric surfaces making up
X     the CSG object may be individually translated, rotated, and scaled as
X     well.
X
X     When using CSG, it is often useful to invert an shape so that it's
X     inside-out.  The INVERSE keyword can be used to do this for any SPHERE,
X     PLANE, or QUADRIC.  When INVERSE is used, the "inside" of the object is
X     flipped to be the "outside".  For Planes, "inside" is defined to be "in
X     the opposite direction to the "normal" or "up" direction.
X
X     Note that performing an INTERSECTION between an shape and some other
X     INVERSE shapes is the same as performing a DIFFERENCE.  In fact, the
X     DIFFERENCE is actually implemented in this way.
X
XSection  2.8 - Objects
X
X     There is more to defining an object than just its shape.  You must tell
X     the ray tracer about the properties of the surface like colour, alpha,
X     reflectivity, refractivity, the index of refraction, and so on. To do
X     this, you must define Objects.
X
X
X
X
X
X
X
X     A typical object definition looks something like this:
X
X     OBJECT
X          QUADRIC Sphere
X               TRANSLATE < 40.0 40.0 60.0 >
X          END_QUADRIC
X
X          TEXTURE
X               0.05
X          END_TEXTURE
X
X          AMBIENT  0.3
X          DIFFUSE   0.7
X          REFLECTION  0.3
X          REFRACTION  0.3
X          IOR 1.05
X          COLOUR RED 1.0 GREEN 1.0 BLUE 1.0 ALPHA 0.5
X     END_OBJECT
X
X     The following keywords may be used when defining objects:
X
X     AMBIENT value
X     -    Ambient light is light that is scattered everywhere in the room. 
X          An object lit only by ambient light will appear to have the same
X          brightness over the entire surface.  The default value is very
X          little ambient light (0.3).  The value can range from 0.0 to 1.0.
X
X     DIFFUSE value
X     -    Diffuse light is light coming from a light source that is scattered
X          in all directions.  An object lit only by diffuse light looks like
X          a rubber ball with a spot light shining on it.  The value can range
X          from 0.0 to 1.0.  By default, there is mostly diffuse lighting
X          (0.7).
X
X     BRILLIANCE value
X     -    Objects can be made to appear more metallic by increasing their
X          brilliance.  This controls the tightness of the basic diffuse
X          illumination on objects and minorly adjusts the appearance of
X          surface shininess.  The default value is 1.0.  Higher values from
X          3.0 to about 10.0 can give objects a somewhat more shiny or
X          metallic appearance.  This is best used in concert with either
X          SPECULAR or PHONG highlighting.
X
X     REFLECTION value
X     -    By setting the reflection value to be non-zero, you can give the
X          object a mirrored finish.  It will reflect all other objects in the
X          room.  The value can range from 0.0 to 1.0.  By default there is no
X          reflection.
X
X
X
X
X
X     REFRACTION value
X     -    By setting the refraction value to be non-zero, the object is made
X          transparent.  Light will be refracted through the object like a
X          lens.  The value can be set between 0.0 and 1.0.  There is no
X          refraction by default.
X     IOR value
X     -    If the object is refracting light, then the IOR or Index of
X          Refraction should be set.  This determines how dense the object is.
X          A value of 1.0 will give no refraction.  The Index of Refraction
X          for Air is 1.0, Water is 1.33, glass is 1.5, and diamond is 2.4.
X
X     PHONG value
X     -    Controls the amount of Phong Specular Reflection highlighting on
X          the object.  Causes bright shiny spots on the object, the colour of
X          the light source that is being reflected.  The size of the spot is
X          defined by the value given for PHONGSIZE below.  PHONG's value is
X          typically from 0.0 to 1.0, where 1.0 causes complete saturation of
X          the object's colour to the light source's colour at the brightest
X          area (center) of the highlight.  There is no PHONG highlighting
X          given by default.
X
X     PHONGSIZE value
X     -    Controls the size of the PHONG Highlight on the object, sort of an
X          arbitrary "glossiness" factor.  Values range from 1.0 (Very Dull)
X          to 100 (Highly Polished).  Default PHONGSIZE is 40 (plastic?) if
X          not specified.  This is simulating the fact that slightly reflect-
X          ive objects, especially metallic ones, have microscopic facets,
X          some of which are facing in the mirror direction.  The more that
X          are facing that way, the shinier the object appears, and the
X          tighter the specular highlights become.  Phong measures the average
X          of facets facing in the mirror direction from the light sources to
X          the viewer.
X
X     SPECULAR value
X     -    Very similar to PHONG Specular Highlighting, but a better model is 
X          used for determining light ray/object intersection, so a more
X          credible spreading of the highlights occur near the object
X          horizons, supposedly.  PHONG is thus included for mostly academic
X          reasons, but try them both and you decide which you like better.
X          This effect is most obvious for light sources behind objects.  The
X          size of the spot is defined by the value given for ROUGHNESS below. 
X          Like PHONG, SPECULAR values are typically from 0.0 to 1.0 for full
X          saturation.  Default is no SPECULAR highlighting.
X
X     ROUGHNESS value
X     -    Controls the size of the SPECULAR Highlight on the object, relative
X          to the object's "roughness".  Values range from 1.0 (Very Rough) to
X          0.001 (Very Smooth).  The default value if not specified is 0.05
X          (Plastic?).  The roughness or average directional distribution of
X          the microfacets is facing in the same direction as the perpen-
X          dicular surface "normal" cause the most notable reflection of the
X          highlight to the observer.
X
X     COLOUR value
X     -    The colour of an object can be set by using this option.  The value
X          is a colour or a colour constant.  For example:
X
X     COLOUR RED 1.0  BLUE 0.4
X
X          - or -
X
X     DECLARE Yellow = COLOUR RED 1.0 GREEN 1.0
X          ...
X     COLOUR Yellow
X
X
X     TRANSLATE vector
X     ROTATE vector
X     SCALE vector
X     -    Objects can be translated, rotated, and scaled just like surfaces.
X          This feature is included for consistency.
X
X     LIGHT_SOURCE
X     -    If the LIGHT_SOURCE keyword is used in the definition of an object,
X          then the object is included in the list of light sources.  It can
X          light objects and produce shadows.  (You should also specify the
X          COLOUR of the light source).  Light sources have a peculiar re-
X          striction:  The light source MUST be TRANSLATED to it's final
X          position in the scene, so the normal way to define a light source
X          is a sphere or quadric centered about the origin, then TRANSLATED
X          to where desired in the final scene.  For example:
X
X     OBJECT
X          SPHERE <0.0  0.0  0.0> 2.0 END_SPHERE   {could be a quadric, too.}
X          TRANSLATE <100.0  120.0  40.0>
X
X          LIGHT_SOURCE
X          COLOUR RED 1.0 GREEN 1.0 BLUE 1.0
X          AMBIENT 1.0
X          DIFFUSE 0.0
X     END_OBJECT
X
X
X     TEXTURE
X     -    The texture feature is an experiment into functionally based
X          modelling.  This feature allows you to assign more interesting
X          colouring schemes to objects.  Many procedural surface textures are
X          provided, and by using different colour maps with them, nearly
X          infinite permutations are possible.  For example, you can make some
X          object look like wood or marble, etc.
X
X
X
X
X
X
X     The basic TEXTURE syntax is as follows:
X
X     TEXTURE
X          0.05
X          WOOD
X          TURBULENCE 0.2
X          TRANSLATE < 1.0 2.0 3.0 >
X          ROTATE < 0.0 10.0 40.0 >
X          SCALE < 10.0 10.0 10.0 >
X     END_TEXTURE
X
X     The transformations are optional.  They allow you to transform the
X     texture independent of the object itself.  If you are doing animation,
X     then the transformations should be the same as the object
X     transformations so that  the texture follows the object.
X
X     The floating-point value given immediately following the texture keyword
X     is an optional "texture randomness" value, which causes a minor random
X     scattering of calculated colour values and produces a sort of "dithered" 
X     appearance.
X
X     Instead of using WOOD, you may use MARBLE, BOZO, CHECKER, or a handful
X     of other interesting textures.  The WOOD and MARBLE textures are
X     perturbed by a turbulence function.  This makes them look more random
X     and irregular than they would normally appear.  The amount of turbulence
X     can be changed by the TURBULENCE keyword followed by a number.  Values
X     from 0.1 to 0.3 seem to give the best results.  The default is 0.0, or
X     no turbulence.
X
X     Note some of the textures given are coloration textures, such as MARBLE,
X     WOOD CHECKER, GRANITE, and AGATE.  These work with colour maps, and have
X     default "colour maps" they resort to if none are given.  The rest of the
X     textures available are "surface perturbation" textures, and do not dir-
X     ectly affect the colour of the object, but rather the surface's apparent
X     orientation in space. Examples of this are WAVES, RIPPLES, DENTS, BUMPS,
X     and WRINKLES.  Note that any given texture may include up to two actual
X     textures, one coloration and one surface perturbation choice per
X     texture.  This would allow rippled wood, or dented granite combinations, 
X     etc., but keep in mind that any transformations applied to one texture
X     (i.e. TRANSLATE or SCALE) will also transform the other one in the same
X     fashion.
X
X
X     The following textures are available:
X
X     CHECKER texturing gives a checker-board appearance.  This option works
X     best on planes.  When using the CHECKER texturing, you must specify two
X     colours immediately following the word CHECKER.  These colours are the
X     colours of alternate squares in the checker pattern.  The default
X     orientation of the CHECKER texture is on an X-Z plane (good for ground
X     work, etc.) but to use it on an object which has mostly X-Y orientation
X     (such as a sphere, for instance), you must ROTATE the texture.
X
X     To rotate the CHECKER texture onto an X-Y plane:
X
X     TEXTURE
X          CHECKER COLOUR White COLOUR Red
X          SCALE <10.0 10.0 10.0>
X          ROTATE <-90.0 0.0 0.0>   { Checkers now in the X-Y plane... }
X     END_TEXTURE
X
X     As mentioned above, for coloration textures such as WOOD, MARBLE, and
X     BOZO, etc., you may change the colouring scheme by using a colour map.
X     This map allows you to convert numbers from 0.0 to 1.0 (which are
X     generated by the ray tracer) into ranges of colours. For example, the
X     default BOZO colouring can be specified by:
X
X     TEXTURE
X          BOZO
X          COLOUR_MAP
X               [0.0 0.4 COLOUR White COLOUR White]
X               [0.4 0.6 COLOUR Green COLOUR Green]
X               [0.6 0.8 COLOUR Blue COLOUR Blue]
X               [0.8 1.0 COLOUR Red COLOUR Red]
X          END_COLOUR_MAP
X     END_TEXTURE
X
X     BOZO texture basically takes a noise function and maps it onto the
X     surface of an object.  This "noise" is defined for every point in space.
X     If two points are close together, they will have noise values that are
X     close together.  If they are far apart, their noise values will be
X     fairly random relative to each other.
X
X     The easiest way to see how it works is to try it.  With a good choice of
X     colours it produces some of the most realistic looking cloudscapes you
X     have ever seen.  Try a cloud color map such as:
X
X     TEXTURE
X          BOZO
X          TURBULENCE 1.0      { A blustery day.  For a calmer one, try 0.2 }
X          COLOUR_MAP
X               [0.0 0.5  COLOUR RED 0.5 GREEN 0.5 BLUE 1.0  {blue to blue}
X                    COLOUR RED 0.5 GREEN 0.5 BLUE 1.0]
X               [0.5 0.6  COLOUR RED 0.5 GREEN 0.5 BLUE 1.0  {blue to white}
X                    COLOUR RED 1.0 GREEN 1.0 BLUE 1.0]
X               [0.6 1.001 COLOUR RED 1.0 GREEN 1.0 BLUE 1.0 {white to grey}
X                    COLOUR RED 0.5 GREEN 0.5 BLUE 0.5]
X          END_COLOUR_MAP
X          SCALE <800.0 800.0 800.0>
X          TRANSLATE <200.0 400.0 100.0>
X     END_TEXTURE
X
X     (Check out sunset.dat for a really neat (but slow) sky pattern)
X
X
X
X     The color map above indicates that for small values of texture, use a
X     sky blue color solidly until about halfway turbulent, then fade through
X     to white on a fairly narrow range.  As the white clouds get more turb-
X     ulent and solid towards the center, pull the color map toward grey to
X     give them the appearance of holding water vapor (like typical clouds).
X     SPOTTED - Spotted texture is a sort of swirled random spotting of the
X     colour of the object.  If you've ever seen a metal organ pipe you know
X     about what it looks like (a galvanized garbage can is close...)  Play
X     with this one, it might render a decent cloudscape during a very stormy 
X     day (?).  No extra keywords are required.  Should work with colour maps.
X     With small scaling values, looks like masonry or concrete.
X
X     AGATE - this texture is similar to Marble, but uses a different turb-
X     ulence function.  The TURBULENCE keyword has no effect, and as such it
X     is always very turbulent.
X
X     GRADIENT - this is a specialized texture that uses approximate local
X     coordinates of an object to control colour map gradients.  This texture
X     ONLY works with colour maps (one MUST be given!) and has a special <X,
X     Y, Z> triple given after the GRADIENT keyword, which specifies any (or
X     all) axes to perform the gradient action on.  (Example: a Y gradient
X     <0.0, 1.0, 0.0> will give an "altitude colour map", along the Y axis).
X     Values other than 0.0 are taken as 1.0 and others are meaningless.  For
X     smooth repeating gradients, you should use a nearly "circular" colour
X     map, that is, one in which the first colour value (0.0) is the same as
X     the last one (1.001) so it "wraps around" and will cause smooth
X     repeating gradient patterns.  Scaling the texture is normally required
X     to achieve the number of repeating shade cycles you want. 
X     Transformation of the texture is useful to prevent a "mirroring" effect
X     from either side of the central 0 axes.  Here is an example of a
X     gradient texture which uses a sharp "circular" color mapped gradient
X     rather than a smooth one, and uses both X and Y gradients to get a
X     diagonally-oriented gradient.  It produces a dandy candy cane texture!
X
X     TEXTURE
X          GRADIENT < 1.0 1.0 0.0 >
X          COLOUR_MAP
X               [0.00 0.25  COLOUR RED 1.0 GREEN 0.0 BLUE 0.0
X                    COLOUR RED 1.0 GREEN 0.0 BLUE 0.0]
X               [0.25 0.75  COLOUR RED 1.0 GREEN 1.0 BLUE 1.0
X                    COLOUR RED 1.0 GREEN 1.0 BLUE 1.0]
X               [0.75 1.001 COLOUR RED 1.0 GREEN 0.0 BLUE 0.0
X                    COLOUR RED 1.0 GREEN 0.0 BLUE 0.0]
X          END_COLOUR_MAP
X          SCALE <30.0 30.0 30.0>
X          TRANSLATE <30.0 -30.0 0.0>
X     END_TEXTURE
X
X
X     You may also specify a TURBULENCE value with the gradient to give a    
X     more irregular colour gradient.  This may help to do neat things like
X     fire or coronas.
X
X     GRANITE - A colouring texture.  This uses a simple 1/f fractal noise
X     function to give a pretty darn good grey granite texture.  Typically
X     used with small scaling values (2.0 to 5.0).  Also looks good with a
X     little dithering (texture randomness).  Should work with colour maps, so
X     try your hand at pink granite or alabaster!
X
X     RIPPLES - As mentioned above, you may optionally specify a surface
X     perturbation texture which can be used in conjunction with the above
X     coloration textures.  RIPPLES is one example of a surface perturbation
X     texture.  This texture makes the surface look like ripples of water. 
X     The RIPPLES option requires a value to determine how deep the ripples
X     are:
X
X     TEXTURE
X          WOOD
X          RIPPLES 0.3
X          TRANSLATE < 1.0 2.0 3.0 >
X          ROTATE < 0.0 10.0 40.0 >
X          SCALE < 10.0 10.0 10.0 >
X     END_TEXTURE
X
X     (In this case, the WOOD, MARBLE, or BOZO, etc. keywords are optional).
X     If a different colouring is specified (WOOD, MARBLE, or BOZO), then the
X     COLOUR parameter is ignored (except for light sources where it gives the
X     light colour or when rendering with a low -q option).
X
X     WAVES - Another option that you may want to experiment with is called
X     WAVES. This works in a similar way to RIPPLES except that it makes waves
X     with different frequencies.  The effect is to make waves that look more
X     like deep ocean waves. (I haven't done much testing on WAVES, so I can't
X     guarantee that it works very well).
X
X     Both WAVES and RIPPLES respond to a texturing option called PHASE. The
X     PHASE option allows you to create animations in which the water seems to
X     move.  This is done by making the PHASE increment slowly between frames. 
X     The range from 0.0 to 1.0 gives one complete cycle of a wave.
X
X     BUMPS - Approximately the same turbulence function as SPOTTED, but uses
X     the derived value to perturb the surface normal.  This gives the
X     impression of a "bumpy" surface, random and irregular, sort of like an
X     orange.  After the BUMPS keyword, supply a single floating point value
X     for the amount of surface perturbation.  Values typically range from 0.0
X     (No Bumps) to 1.0 (Extremely Bumpy).  Values beyond 1.0 may do wierd
X     things.
X
X     DENTS - Also a surface normal perturbing texture.  Interesting when used
X     with metallic textures, it gives impressions into the metal surface that
X     look like dents.  A single value is supplied after the DENTS keyword to
X     indicate the amount of denting required.  Values range from 0.0 (No
X     Dents) to 1.0 (Fairly Dented).  Use larger values at your own risk...
X     Scale the texture to make the pitting more or less frequent.
X
X
X     WRINKLES - This is sort of a 3-D (normal perturbing) GRANITE.  It uses
X     a similar 1/f fractal noise function to perturb the surface normal in 3D
X     space.  With ALPHA values of greater than 0.0, could look like wrinkled
X     cellophane.  Requires a single value after the WRINKLES keyword to
X     indicate the amount of wrinkling desired.  Values from 0.0 (No Wrinkles)
X     to 1.0 (Very Wrinkled) are typical.
X
X
X     IMAGEMAP - This is a very special coloration texture that allows you to
X     import a bitmapped file in RAW format (the format output by the ray-
X     tracer), IFF format or Compuserve GIF format and map that bitmap onto an
X     object.  In the texture of an object, you must give the IMAGEMAP key-
X     word, the format, and a file name.  The syntax is:          
X
X          IMAGEMAP [gradient] RAW "filename [ONCE]"
X     or   IMAGEMAP [gradient] IFF "filename [ONCE]"
X     or   IMAGEMAP [gradient] GIF "filename [ONCE]"
X
X     The texture will then be mapped onto the object as a repeating pattern.
X     The ONCE keyword places only one image onto the object instead of an
X     infinitely repeating tiled pattern.  When ONCE is used, the object's
X     default colour is used as the colour outside of the image.
X
X
X     By default, the image is mapped onto the XY plane in the range (0.0,
X     0.0) to (1.0, 1.0).  If you would like to change this default, you may
X     use an optional gradient <x, y, z> vector after the word IMAGEMAP.  This
X     vector indicates which axes are to be used as the u and v (local surface
X     X-Y) axes. The vector should contain one positive number and one
X     negative number to indicate the u and v axes, respectively.  You may
X     translate, rotate, and scale the texture to map it onto the object's
X     surface as desired.  Here is an example:
X
X     INCLUDE "BasicShapes.data"
X
X     OBJECT
X          QUADRIC Plane_XY END_QUADRIC
X          TRANSLATE <0.0  -20.0  0.0>
X
X          TEXTURE
X               { make this texture use the x and z axes for the mapping. }
X               IMAGEMAP <1.0  0.0  -1.0> GIF "image.gif"
X               SCALE <40.0 40.0 40.0>
X          END_TEXTURE
X     END_OBJECT
X
X     When I was bored with nothing to do, I decided that it would be neat to
X     have turbulent texture maps.  So, I said - "what the hell!"  You can
X     specify TURBULENCE with texture maps and it will perturb the image.  It
X     may give some bizarre results.  Is this useful?  I dunno.  It was easy
X     to do so I did it.  Try it out and see what you get.
X
XSection 2.9 - Composite Objects
X
X     Often it's useful to combine several objects together to act as a whole.
X     A car, for example, consists of wheels, doors, a roof, etc.  A composite
X     object allows you to combine all of these pieces into one object.  This
X     has two advantages.  It makes it easier to move the object as a whole
X     and it allows you to speed up the ray tracing by defining bounding
X     shapes that contain the objects.  (Rays are first tested to see if they
X     intersect the bounding shape.  If not, the entire composite object is
X     ignored).  Composite objects are defined as follows:
X
X     COMPOSITE
X          OBJECT
X               ...
X          END_OBJECT
X
X          OBJECT
X               ...
X          END_OBJECT
X          ...
X
X          SCALE < 2.0 2.0 2.0 >
X          ROTATE < 30.0 45.0 160.0 >
X          TRANSLATE < 100.0 20.0 40.0 >
X     END_COMPOSITE
X
X     Composite objects can contain other composite objects as well as regular
X     objects.  Composite objects cannot be light sources (although any number
X     of their components can).  This is because it is nearly impossible to
X     determine the true "center" of the composite object, and our light
X     sources are pinpoint ray sources from the center of the light source
X     object, wherever that may be.
X
X
XSection 2.95 - Bounding Shapes
X
X     Let's face it.  This program is no speed demon.  You can save yourself
X     a lot of time, however, if you use bounding shapes around any complex
X     objects.  Bounding shapes tell the ray tracer that the object is totally
X     enclosed by a simple shape.  When tracing rays, the ray is first tested
X     against the simple bounding shape.  If it strikes the bounding shape,
X     then the ray is further tested against the more complicated object
X     inside.
X
X     To use bounding shapes, you simply include the following lines into the
X     declaration of your OBJECT or COMPOSITE_OBJECT:
X
X     BOUNDED_BY
X          a shape
X     END_BOUND
X
X
X
X     An example of a Bounding Shape:
X
X     OBJECT
X          INTERSECTION
X               SPHERE <0.0 0.0 0.0> 2.0 END_SPHERE
X               PLANE <0.0 1.0 0.0> 0.0 END_PLANE
X               PLANE <1.0 0.0 0.0> 0.0 END_PLANE
X          END_INTERSECTION
X
X          BOUNDED_BY
X               SPHERE <0.0 0.0 0.0> 2.0 END_SPHERE
X          END_BOUND
X     END_OBJECT
X
X     The best bounding shape is a SPHERE since this shape is highly
X     optimized.  Any shape may be used, however.
X
XSection 3 - Showing the final pictures
X
X     When the ray tracer draws the picture on the screen, it does not make
X     good choices for the colour registers.  Without knowing all the needed
X     colours ahead of time, only approximate guesses can be made.  A post-
X     processor is really needed to view the final image correctly.  A post-
X     processor has been provided for the Amiga which scans the picture and
X     chooses the best possible colour registers.  It then redisplays the
X     picture.  For the Amiga, "DumpToIFF" can optionally save this picture in
X     IFF format.  The syntax for the DumpToIFF post-processor is:
X
X     DumpToIFF filename
X
X     where the filename is the one given in the -o parameter of the ray
X     tracer.  If you didn't specify the -o option, then use:
X
X     DumpToIFF data.dis
X
X     If you want to save to an IFF file, then put the name of the IFF file
X     after the name of the data file:
X
X     DumpToIFF data.dis picture
X
X     This will create a file called "picture" which contains the IFF image.
X
X     For the IBM, you will probably want to use the -t option and write the
X     image out in TARGA 24 format.  If you have a TARGA or compatible display
X     adapter, you may view the picture in the full 16 million colors (that's
X     why they still cost the big $$ bucks).  If you don't, there are several
X     post-processing programs available to convert the TARGA true-color image
X     into a more suitable color-mapped image (such as .GIF).  If you have a
X     VGA or MCGA adapter capable of 320x200 by 256 colors, then you may use
X     the -d option which will display the image as it generates using only
X     approximate screen colors.  No hardware test is performed, so if you
X     don't have a VGA or MCGA, -> DON'T <- use the -d option!
X
X     When displaying the image to screen, a HSV conversion method is used
X     (hue, saturation, value).  This is a convenient way of translating
X     colors from a "true color" format (16 million) down a "colour mapped"
X     format of something reasonable (like 256), while still approximating the
X     color as closely as the available display hardware permits.  As
X     mentioned previously, the tracer has no way of knowing which colors will
X     be finally used in the image, nor can it deal properly with all of the
X     colors which will be generated (up to 16M), so only 4 shades each of 64
X     possible hues are mapped into the palette DAC, as well as black, white,
X     and two grey levels. The advantage a post-processor has in choosing
X     mapped colors is that it can throw away all the unused colors in the
X     palette map, and thereby free up some space for making better gradient
X     shades of the colors that are actually used.
X
X     There are several available image processing programs that can do this,
X     a public domain one that is very good is PICLAB, by the Stone Soup Group 
X     (the folks who brought you FRACTINT).  The procedure is to load the
X     TARGA file, then use the MAKEPAL command to generate a 256 color map
X     which is the histogram-weighted average of the most-used colors in the
X     image (You could also PLOAD a palette file from FRACTINT or one you
X     previously had saved using PSAVE).  You then MAP the palette onto the
X     image one of two ways:
X
X     1)   If the DITHER variable is OFF, a nearest-match-color-fit is used,
X          which can sometimes produce unwanted "banding" of colored regions
X          (called false contours).
X     2)   If the DITHER variable is ON, then a standard dither is used to
X          determine final color values.  This is much better at blending the
X          color bands, but can produce noise in reflections and make mirrors
X          appear dirty or imperfect.
X
X     Then you would typically SHOW the image or GSAVE it into GIF format. 
X     While the picture is still in the unmapped form (TARGA, etc.) you can
X     perform a variety of advanced image processing transformations and
X     conversions, so save the .TGA or .RAW files you make (in case you ever
X     get a TARGA card, or give them to a friend who has one!).
X
X     A commercial product that also does a good job of nearest-match-color-
X     fit is the CONVERT utility of The AutoDesk Animator.  However, the
X     dither effect is not as good as that of PICLAB.  To convert the file in
X     AA's CONVERT, you LOAD TARGA, then in the CONVERT menu, go to the SCALE
X     function and just hit RENDER.  Click on the DITHER (lights up with an
X     asterisk when on) if you want it to use it's dithering.  CONVERT will
X     scale (if asked to) and then do a histogram of total used colors like
X     PICLAB, but then makes 7 passes on the color map and image to determine
X     shading thresholds of each hue.  This nearly eliminates the color
X     banding (false contours) without resorting to dithering.  By now you
X     must get the feeling DITHER is a 4-letter word.  If you have a low-
X     resolution display, it is.  If you have too few colors, however, it can
X     be a saving grace.  At resolutions of 640x400 or higher the "spray
X     paint" effect of dithering and anti-aliasing is much less noticeable,
X     and effects a much smoother blending appearance.
X
XSection 4 - Handy Hints/Quick Start
X
X     -    To see a quick version of your picture, use -w64 -h80 as command
X          line parameters on the Amiga.  For the IBM, try -w80 -h50.  This
X          displays the picture in a small rectangle so that you can see how
X          it will look.
X
X     -    Try using the sample default files for different usages - QUICK.DEF
X          shows a fast postage-stamp rendering (80x50, as above) to the
X          screen only, LOCKED.DEF will display the picture with anti-aliasing
X          on (takes forever) with no abort (do this before you go to bed...).
X          The normal default options file TRACE.DEF is read and you can
X          supersede this with another .DEF file by specifying it on the
X          command line, for example:
X
X          trace -iworld.dat -oworld.out quick.def
X
X     -    When translating light sources, translate the OBJECT, not the
X          QUADRIC surface.  The light source uses the center of the object as
X          the origin of the light.
X
X     -    When animating objects with solid textures, the textures must move
X          with the object, i.e. apply the same ROTATE or TRANSLATE functions
X          to the texture as to the object itself.
X
X     -    You can declare constants for most of the data types in the program
X          including floats and vectors.  By combining this with INCLUDE
X          files, you can easily separate the parameters for an animation into
X          a separate file.
X
X     -    The amount of ambient light plus diffuse light should be less than
X          or equal to 1.0.  The program accepts any value, but may produce
X          strange results.
X
X     -    When using ripples, don't make the ripples too deep or you may get
X          strange results (the dreaded "digital zits"!).
X
X     -    Wood textures usually look better when they are scaled to different
X          values in x, y, and z, and rotated to a different angle.
X
X     -    You can sort of dither a colour by placing a floating point number
X          into the texture record:
X
X          TEXTURE
X               0.05
X          END_TEXTURE
X
X          This adds a small random value to the intensity of the diffuse
X          light on the object.  Don't make the number too big or you may get
X          strange results.
X
X          Better results can be obtained, however, by doing the dithering in
X          a post-processor.
X
X
X     -    You can compensate for non-square aspect ratios on the monitors by
X          making the RIGHT vector in the VIEWPOINT longer or shorter.  A good
X          value for the Amiga is about 1.333.  This seems ok for IBM's too at
X          320x200 resolution.  If your spheres and circles aren't round, try
X          varying it.
X
X     -    If you are importing images from other systems, you may find that
X          the shapes are backwards (left-to-right inverted) and no rotation
X          can make them right.  All you have to do is negate the terms in the
X          RIGHT vector of the viewpoint to flip the camera left-to-right.
X
X     -    By making the DIRECTION vector in the VIEWPOINT longer, you can
X          achieve the effect of a zoom lens.
X
X     -    When rendering on the Amiga, use a resolution of 319 by 400 to
X          create a full sized HAM picture.
X
X
XSection 5 - Known Bugs
X     There is a bug in the code to use Vector constants.  The fix involves
X     re-working the parser quite a bit and I don't want to do that now.
X
X
XSection 6 - Concluding remarks
X
X     I'm sure that there are bugs in the code somewhere, but I've done my
X     best to remove all the bugs I could find.  I also think that the object
X     description language needs to be re-worked.  Its current syntax is a bit 
X     cumbersome.  The system could also use a good graphical interface  :-).
X
X     To that end, a conversion utility is supplied which will take in a
X     Sculpt-Animate 4-D object and map it into DKB's primitive TRIANGLES. 
X     For the IBM, we have heard, but cannot confirm, there is a utility
X     around which will convert AUTOCAD .DXF files into Sculpt-4D files.  If
X     anybody has it or any info about it, please contact either David Buck or
X     Aaron Collins.
X
X     The IBM version is also supplied with two stand-alone TARGA-24 utilities
X     which were written by Aaron A. Collins.  These are HALFTGA, which will
X     chop a TARGA-24 file in half in both X and Y dimensions for low-
X     resolution systems, and another file called GLUETGA which will paste
X     together several TARGA-24 files (of any resolution) into one.  This is
X     principally for concatenating together several partial (interrupted)
X     trace output files into one.
X
X     I would like to thank Rick Mallett from Carleton University for his help
X     in testing this program, for his comments and suggestions, and for
X     creating the data file for ROMAN.DATA - awesome!
X
X     I would also like to thank my beta testers for all the help, bug reports,
X     suggestions, comments, and time spent.  This version of the ray tracer
X     wouldn't have been possible without them.  Thanks guys.
X
XEnjoy,
XDavid Buck
X
END_OF_FILE
if test 65462 -ne `wc -c <'Docs/dkb.doc'`; then
    echo shar: \"'Docs/dkb.doc'\" unpacked with wrong size!
fi
# end of 'Docs/dkb.doc'
fi
echo shar: End of archive 10 \(of 10\).
cp /dev/null ark10isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 10 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0
-- 
Mail submissions (sources or binaries) to <amiga@uunet.uu.net>.
Mail comments to the moderator at <amiga-request@uunet.uu.net>.
Post requests for sources, and general discussion to comp.sys.amiga.