gem5/splash2/codes/apps/volrend/render.C
Sanchayan Maity 2fcc51c2c1 Commit splash2 benchmark
While at it also add the libpthread static library amd m5op_x86
for matrix multiplication test code as well.

Note that the splash2 benchmark code does not comply with gem5
coding guidelines. Academic guys never seem to follow 80 columns
and no whitespace guideline :(.
2017-04-26 20:50:15 +05:30

105 lines
4.8 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;
}