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📄 extvol.cpp

📁 因特尔公司的结束构建库。开发多线程应用的不错的一个环境 。
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/*    Copyright 2005-2008 Intel Corporation.  All Rights Reserved.    This file is part of Threading Building Blocks.    Threading Building Blocks is free software; you can redistribute it    and/or modify it under the terms of the GNU General Public License    version 2 as published by the Free Software Foundation.    Threading Building Blocks is distributed in the hope that it will be    useful, but WITHOUT ANY WARRANTY; without even the implied warranty    of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the    GNU General Public License for more details.    You should have received a copy of the GNU General Public License    along with Threading Building Blocks; if not, write to the Free Software    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA    As a special exception, you may use this file as part of a free software    library without restriction.  Specifically, if other files instantiate    templates or use macros or inline functions from this file, or you compile    this file and link it with other files to produce an executable, this    file does not by itself cause the resulting executable to be covered by    the GNU General Public License.  This exception does not however    invalidate any other reasons why the executable file might be covered by    the GNU General Public License.*//*    The original source for this example is    Copyright (c) 1994-2008 John E. Stone    All rights reserved.    Redistribution and use in source and binary forms, with or without    modification, are permitted provided that the following conditions    are met:    1. Redistributions of source code must retain the above copyright       notice, this list of conditions and the following disclaimer.    2. Redistributions in binary form must reproduce the above copyright       notice, this list of conditions and the following disclaimer in the       documentation and/or other materials provided with the distribution.    3. The name of the author may not be used to endorse or promote products       derived from this software without specific prior written permission.    THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS    OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED    WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE    ARE DISCLAIMED.  IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY    DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL    DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS    OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)    HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT    LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY    OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF    SUCH DAMAGE.*//* * extvol.c - Volume rendering helper routines etc. * *  $Id: extvol.cpp,v 1.2 2007-02-22 17:54:15 dpoulsen Exp $ */#include<stdio.h>#include "machine.h"#include "types.h"#include "macros.h"#include "vector.h"#include "util.h"#include "box.h"#include "extvol.h"#include "trace.h"#include "sphere.h"#include "light.h"#include "shade.h"#include "global.h"int extvol_bbox(void * obj, vector * min, vector * max) {  box * b = (box *) obj;  *min = b->min;  *max = b->max;  return 1;}static object_methods extvol_methods = {  (void (*)(void *, void *))(box_intersect),  (void (*)(void *, void *, void *, void *))(box_normal),  extvol_bbox,   free };extvol * newextvol(void * voidtex, vector min, vector max,                    int samples, flt (* evaluator)(flt, flt, flt)) {   extvol * xvol;  texture * tex;    tex = (texture *) voidtex;  xvol = (extvol *) rt_getmem(sizeof(extvol));  memset(xvol, 0, sizeof(extvol));  xvol->methods = &extvol_methods;  xvol->min=min;  xvol->max=max;  xvol->evaluator = evaluator;  xvol->ambient = tex->ambient;  xvol->diffuse = tex->diffuse;  xvol->opacity = tex->opacity;    xvol->samples = samples;  xvol->tex = (texture *)rt_getmem(sizeof(texture));  memset(xvol->tex, 0, sizeof(texture));  xvol->tex->ctr.x = 0.0;  xvol->tex->ctr.y = 0.0;  xvol->tex->ctr.z = 0.0;  xvol->tex->rot = xvol->tex->ctr;  xvol->tex->scale = xvol->tex->ctr;  xvol->tex->uaxs = xvol->tex->ctr;  xvol->tex->vaxs = xvol->tex->ctr;  xvol->tex->islight = 0;  xvol->tex->shadowcast = 0;  xvol->tex->col=tex->col;  xvol->tex->ambient=1.0;  xvol->tex->diffuse=0.0;  xvol->tex->specular=0.0;  xvol->tex->opacity=1.0;  xvol->tex->img=NULL;  xvol->tex->texfunc=(color(*)(void *, void *, void *))(ext_volume_texture);  xvol->tex->obj = (void *) xvol; /* XXX hack! */  return xvol;}color ExtVoxelColor(flt scalar) {  color col;  if (scalar > 1.0)     scalar = 1.0;  if (scalar < 0.0)    scalar = 0.0;  if (scalar < 0.5) {    col.g = 0.0;  }  else {    col.g = (scalar - 0.5) * 2.0;  }  col.r = scalar;  col.b = 1.0 - (scalar / 2.0);  return col;} color ext_volume_texture(vector * hit, texture * tex, ray * ry) {  color col, col2;  box * bx;  extvol * xvol;  flt a, tx1, tx2, ty1, ty2, tz1, tz2;  flt tnear, tfar;  flt t, tdist, dt, ddt, sum, tt;   vector pnt, bln;  flt scalar, transval;   int i;  point_light * li;  color diffint;   vector N, L;  flt inten;  col.r = 0.0;  col.g = 0.0;  col.b = 0.0;    bx = (box *) tex->obj;  xvol = (extvol *) tex->obj;   tnear= -FHUGE;  tfar= FHUGE;   if (ry->d.x == 0.0) {    if ((ry->o.x < bx->min.x) || (ry->o.x > bx->max.x)) return col;  }  else {    tx1 = (bx->min.x - ry->o.x) / ry->d.x;    tx2 = (bx->max.x - ry->o.x) / ry->d.x;    if (tx1 > tx2) { a=tx1; tx1=tx2; tx2=a; }    if (tx1 > tnear) tnear=tx1;    if (tx2 < tfar)   tfar=tx2;  }  if (tnear > tfar) return col;  if (tfar < 0.0) return col;  if (ry->d.y == 0.0) {    if ((ry->o.y < bx->min.y) || (ry->o.y > bx->max.y)) return col;  }  else {    ty1 = (bx->min.y - ry->o.y) / ry->d.y;    ty2 = (bx->max.y - ry->o.y) / ry->d.y;    if (ty1 > ty2) { a=ty1; ty1=ty2; ty2=a; }    if (ty1 > tnear) tnear=ty1;    if (ty2 < tfar)   tfar=ty2;  }  if (tnear > tfar) return col;  if (tfar < 0.0) return col;   if (ry->d.z == 0.0) {    if ((ry->o.z < bx->min.z) || (ry->o.z > bx->max.z)) return col;  }  else {    tz1 = (bx->min.z - ry->o.z) / ry->d.z;    tz2 = (bx->max.z - ry->o.z) / ry->d.z;    if (tz1 > tz2) { a=tz1; tz1=tz2; tz2=a; }    if (tz1 > tnear) tnear=tz1;    if (tz2 < tfar)   tfar=tz2;  }  if (tnear > tfar) return col;  if (tfar < 0.0) return col;   if (tnear < 0.0) tnear=0.0;   tdist = xvol->samples;  tt = (xvol->opacity / tdist);   bln.x=fabs(bx->min.x - bx->max.x);  bln.y=fabs(bx->min.y - bx->max.y);  bln.z=fabs(bx->min.z - bx->max.z);       dt = 1.0 / tdist;     sum = 0.0;/* Accumulate color as the ray passes through the voxels */  for (t=tnear; t<=tfar; t+=dt) {    if (sum < 1.0) {      pnt.x=((ry->o.x + (ry->d.x * t)) - bx->min.x) / bln.x;      pnt.y=((ry->o.y + (ry->d.y * t)) - bx->min.y) / bln.y;      pnt.z=((ry->o.z + (ry->d.z * t)) - bx->min.z) / bln.z;      /* call external evaluator assume 0.0 -> 1.0 range.. */       scalar = xvol->evaluator(pnt.x, pnt.y, pnt.z);        transval = tt * scalar;       sum += transval;       col2 = ExtVoxelColor(scalar);      col.r += transval * col2.r * xvol->ambient;      col.g += transval * col2.g * xvol->ambient;      col.b += transval * col2.b * xvol->ambient;      ddt = dt;      /* Add in diffuse shaded light sources (no shadows) */      if (xvol->diffuse > 0.0) {          /* Calculate the Volume gradient at the voxel */        N.x = (xvol->evaluator(pnt.x - ddt, pnt.y, pnt.z)  -                xvol->evaluator(pnt.x + ddt, pnt.y, pnt.z)) *  8.0 * tt;           N.y = (xvol->evaluator(pnt.x, pnt.y - ddt, pnt.z)  -                xvol->evaluator(pnt.x, pnt.y + ddt, pnt.z)) *  8.0 * tt;           N.z = (xvol->evaluator(pnt.x, pnt.y, pnt.z - ddt)  -                xvol->evaluator(pnt.x, pnt.y, pnt.z + ddt)) *  8.0 * tt;          /* only light surfaces with enough of a normal.. */        if ((N.x*N.x + N.y*N.y + N.z*N.z) > 0.0) {           diffint.r = 0.0;           diffint.g = 0.0;           diffint.b = 0.0;               /* add the contribution of each of the lights.. */          for (i=0; i<numlights; i++) {            li=lightlist[i];            VSUB(li->ctr, (*hit), L)            VNorm(&L);            VDOT(inten, N, L)                /* only add light if its from the front of the surface */            /* could add back-lighting if we wanted to later.. */            if (inten > 0.0) {              diffint.r += inten*li->tex->col.r;              diffint.g += inten*li->tex->col.g;              diffint.b += inten*li->tex->col.b;            }          }             col.r += col2.r * diffint.r * xvol->diffuse;          col.g += col2.g * diffint.g * xvol->diffuse;          col.b += col2.b * diffint.b * xvol->diffuse;        }      }    }       else {       sum=1.0;    }    }  /* Add in transmitted ray from outside environment */  if (sum < 1.0) {      /* spawn transmission rays / refraction */    color transcol;    transcol = shade_transmission(ry, hit, 1.0 - sum);    col.r += transcol.r; /* add the transmitted ray  */    col.g += transcol.g; /* to the diffuse and       */    col.b += transcol.b; /* transmission total..     */  }  return col;}

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