shader() example

This uses a noise function to make a teapot with a noisy grayscale texture. The implemention of this noise function is in /usr/class/cs248/assignments/assignment4/mnoise.c. You are free to use it. Modify the parameters to the FBm() function to get interesting looking textures. (In case it needs to be said -- handing in this function with these parameters for either the wood or marble texture will get you impressively few points.)

void
shader(float *color)
{
   /* See the file mnoise.h for the definition of this function.
      In an actual shader, you'd make the last three arguments to this
      function parameters settable from the configuration file. */
   float noise = FBm(rawSurfacePosition[0],rawSurfacePosition[1],
		     rawSurfacePosition[2],1,2,2);

   vec_set(color,diffuseColor[0]*noise,
	   diffuseColor[1]*noise,diffuseColor[2]*noise);
   
   CLAMP_COLOR(color);
}

The following configuration file can be used with this shader:
#
# This stuff has nothing to do with the shader, only scene layout
#
string patchObject = models/patches/teapot.obj
int   loDice = 10
int   hiDice = 60
int   numLights = 2
vec   eyePosition = 0 0 20
vec   light0Pos = 0 20 40
color light0Color = 1 0 0
vec   light1Pos = 0 -20 40
color light1Color = 0 1 0
#
# Shader variables go here
#
color diffuseColor = 1 1 1

hanrahan@cs.stanford.edu
beers@graphics.stanford.edu

Copyright © 1997 Pat Hanrahan and Andrew C. Beers