gem5/splash2/codes/apps/volrend/render.C
Sanchayan Maity 0f4b39775c Fix splash2 benchmark
During the last commit of splash2 benchmark it seems before committing
when we ran "make clean", it effectively undid what the patch at below
link did
http://www.capsl.udel.edu/splash/Download.html

Fix this since without this it is not possible to build the arcane
splash2 benchmark.
2017-04-26 21:33:02 +05:30

104 lines
4.7 KiB
C

/*************************************************************************/
/* */
/* Copyright (c) 1994 Stanford University */
/* */
/* All rights reserved. */
/* */
/* Permission is given to use, copy, and modify this software for any */
/* non-commercial purpose as long as this copyright notice is not */
/* removed. All other uses, including redistribution in whole or in */
/* part, are forbidden without prior written permission. */
/* */
/* This software is provided with absolutely no warranty and no */
/* support. */
/* */
/*************************************************************************/
/******************************************************************************
* *
* render.c: Render dataset via raytracing. *
* *
******************************************************************************/
#include "incl.h"
/* Derived values: */
float obslight[NM]; /* observer transformed light vector */
float obshighlight[NM]; /* observer transformed highlight vector */
EXTERN_ENV
void Render(long my_node) /* assumes direction is +Z */
{
if (my_node == ROOT) {
Observer_Transform_Light_Vector();
Compute_Observer_Transformed_Highlight_Vector();
}
Ray_Trace(my_node);
}
void Observer_Transform_Light_Vector()
{
float inv_magnitude;
/* Transform light vector by inverse of viewing matrix */
/* to move shading light inversely with ray tracing observer. */
/* Matrix should include only scaling and rotation, not translation. */
/* If no matrix has been loaded, an identity transform is performed. */
/* Effect of of these two observer transforms is, if computation */
/* of colors is repeated on each frame of sequence, and same */
/* scaling and rotation is used during shading and ray tracing, */
/* light source will appear fixed relative to observer. */
Transform_Point(light[X],light[Y],light[Z],
&obslight[X],&obslight[Y],&obslight[Z]);
/* Normalize transformed light vector */
inv_magnitude = 1.0/sqrt(obslight[X]*obslight[X] +
obslight[Y]*obslight[Y] +
obslight[Z]*obslight[Z]);
obslight[X] = obslight[X] * inv_magnitude;
obslight[Y] = obslight[Y] * inv_magnitude;
obslight[Z] = obslight[Z] * inv_magnitude;
}
void Compute_Observer_Transformed_Highlight_Vector()
{
float inv_magnitude;
float obseye[NM]; /* observer transformed eye vector */
float brightness=1.0;
float eye[NM]; /* normalized vector from object to eye */
/* Transform eye vector by inverse of viewing matrix */
/* to move shading observer with ray tracing observer. */
/* Matrix should include only scaling and rotation, not translation. */
/* If no matrix has been loaded, an identity transform is performed. */
eye[X] = 0.0;
eye[Y] = 0.0;
eye[Z] = -1.0;
Transform_Point(eye[X],eye[Y],eye[Z],&obseye[X],&obseye[Y],&obseye[Z]);
/* Normalize transformed eye vector */
inv_magnitude = 1.0/sqrt(obseye[X]*obseye[X] +
obseye[Y]*obseye[Y] +
obseye[Z]*obseye[Z]);
obseye[X] = obseye[X] * inv_magnitude;
obseye[Y] = obseye[Y] * inv_magnitude;
obseye[Z] = obseye[Z] * inv_magnitude;
/* Compute observer transformed maximum highlight vector */
/* as diagonal of rhombus formed by normalized observer transformed */
/* light vector and normalized observer transformed eye vector. */
obshighlight[X] = obslight[X] + obseye[X];
obshighlight[Y] = obslight[Y] + obseye[Y];
obshighlight[Z] = obslight[Z] + obseye[Z];
/* Normalize transformed highlight vector */
inv_magnitude = 1.0/sqrt(obshighlight[X]*obshighlight[X] +
obshighlight[Y]*obshighlight[Y] +
obshighlight[Z]*obshighlight[Z]);
obshighlight[X] = obshighlight[X] * inv_magnitude * brightness;
obshighlight[Y] = obshighlight[Y] * inv_magnitude * brightness;
obshighlight[Z] = obshighlight[Z] * inv_magnitude * brightness;
}