Sanchayan Maity
0f4b39775c
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.
104 lines
4.7 KiB
C
104 lines
4.7 KiB
C
/*************************************************************************/
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/* */
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/* Copyright (c) 1994 Stanford University */
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/* */
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/* All rights reserved. */
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/* */
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/* Permission is given to use, copy, and modify this software for any */
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/* non-commercial purpose as long as this copyright notice is not */
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/* removed. All other uses, including redistribution in whole or in */
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/* part, are forbidden without prior written permission. */
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/* */
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/* This software is provided with absolutely no warranty and no */
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/* support. */
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/* */
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/*************************************************************************/
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/******************************************************************************
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* *
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* render.c: Render dataset via raytracing. *
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* *
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******************************************************************************/
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#include "incl.h"
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/* Derived values: */
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float obslight[NM]; /* observer transformed light vector */
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float obshighlight[NM]; /* observer transformed highlight vector */
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EXTERN_ENV
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void Render(long my_node) /* assumes direction is +Z */
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{
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if (my_node == ROOT) {
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Observer_Transform_Light_Vector();
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Compute_Observer_Transformed_Highlight_Vector();
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}
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Ray_Trace(my_node);
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}
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void Observer_Transform_Light_Vector()
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{
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float inv_magnitude;
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/* Transform light vector by inverse of viewing matrix */
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/* to move shading light inversely with ray tracing observer. */
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/* Matrix should include only scaling and rotation, not translation. */
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/* If no matrix has been loaded, an identity transform is performed. */
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/* Effect of of these two observer transforms is, if computation */
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/* of colors is repeated on each frame of sequence, and same */
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/* scaling and rotation is used during shading and ray tracing, */
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/* light source will appear fixed relative to observer. */
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Transform_Point(light[X],light[Y],light[Z],
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&obslight[X],&obslight[Y],&obslight[Z]);
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/* Normalize transformed light vector */
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inv_magnitude = 1.0/sqrt(obslight[X]*obslight[X] +
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obslight[Y]*obslight[Y] +
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obslight[Z]*obslight[Z]);
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obslight[X] = obslight[X] * inv_magnitude;
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obslight[Y] = obslight[Y] * inv_magnitude;
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obslight[Z] = obslight[Z] * inv_magnitude;
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}
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void Compute_Observer_Transformed_Highlight_Vector()
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{
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float inv_magnitude;
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float obseye[NM]; /* observer transformed eye vector */
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float brightness=1.0;
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float eye[NM]; /* normalized vector from object to eye */
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/* Transform eye vector by inverse of viewing matrix */
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/* to move shading observer with ray tracing observer. */
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/* Matrix should include only scaling and rotation, not translation. */
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/* If no matrix has been loaded, an identity transform is performed. */
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eye[X] = 0.0;
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eye[Y] = 0.0;
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eye[Z] = -1.0;
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Transform_Point(eye[X],eye[Y],eye[Z],&obseye[X],&obseye[Y],&obseye[Z]);
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/* Normalize transformed eye vector */
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inv_magnitude = 1.0/sqrt(obseye[X]*obseye[X] +
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obseye[Y]*obseye[Y] +
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obseye[Z]*obseye[Z]);
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obseye[X] = obseye[X] * inv_magnitude;
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obseye[Y] = obseye[Y] * inv_magnitude;
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obseye[Z] = obseye[Z] * inv_magnitude;
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/* Compute observer transformed maximum highlight vector */
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/* as diagonal of rhombus formed by normalized observer transformed */
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/* light vector and normalized observer transformed eye vector. */
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obshighlight[X] = obslight[X] + obseye[X];
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obshighlight[Y] = obslight[Y] + obseye[Y];
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obshighlight[Z] = obslight[Z] + obseye[Z];
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/* Normalize transformed highlight vector */
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inv_magnitude = 1.0/sqrt(obshighlight[X]*obshighlight[X] +
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obshighlight[Y]*obshighlight[Y] +
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obshighlight[Z]*obshighlight[Z]);
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obshighlight[X] = obshighlight[X] * inv_magnitude * brightness;
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obshighlight[Y] = obshighlight[Y] * inv_magnitude * brightness;
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obshighlight[Z] = obshighlight[Z] * inv_magnitude * brightness;
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}
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