Added photon map implementation from the book.
This commit is contained in:
464
photonmap.cpp
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464
photonmap.cpp
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//----------------------------------------------------------------------------
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// photonmap.cc
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// An example implementation of the photon map data structure
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//
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// Henrik Wann Jensen - February 2001
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//----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#include <alloca.h>
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#include <string.h>
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#include <math.h>
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#include "photonmap.hpp"
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#include "rgbe.hpp"
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/* This is the constructor for the photon map.
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* To create the photon map it is necessary to specify the
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* maximum number of photons that will be stored
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*/
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//************************************************
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PhotonMap :: PhotonMap( const int max_phot )
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//************************************************
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{
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stored_photons = 0;
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prev_scale = 1;
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max_photons = max_phot;
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photons = (Photon*)malloc( sizeof( Photon ) * ( max_photons+1 ) );
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if (photons == NULL) {
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fprintf(stderr,"Out of memory initializing photon map\n");
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exit(-1);
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}
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bbox_min[0] = bbox_min[1] = bbox_min[2] = 1e8f;
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bbox_max[0] = bbox_max[1] = bbox_max[2] = -1e8f;
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//----------------------------------------
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// initialize direction conversion tables
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//----------------------------------------
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for (int i=0; i<256; i++) {
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double angle = double(i)*(1.0/256.0)*M_PI;
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costheta[i] = cos( angle );
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sintheta[i] = sin( angle );
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cosphi[i] = cos( 2.0*angle );
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sinphi[i] = sin( 2.0*angle );
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}
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}
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//*************************
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PhotonMap :: ~PhotonMap()
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//*************************
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{
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free( photons );
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}
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/* photon_dir returns the direction of a photon
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*/
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//*****************************************************************
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void PhotonMap :: photon_dir( float *dir, const Photon *p ) const
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//*****************************************************************
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{
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dir[0] = sintheta[p->theta]*cosphi[p->phi];
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dir[1] = sintheta[p->theta]*sinphi[p->phi];
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dir[2] = costheta[p->theta];
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}
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/* irradiance_estimate computes an irradiance estimate
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* at a given surface position
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*/
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//**********************************************
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void PhotonMap :: irradiance_estimate(
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float irrad[3], // returned irradiance
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const float pos[3], // surface position
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const float normal[3], // surface normal at pos
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const float max_dist, // max distance to look for photons
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const int nphotons ) const // number of photons to use
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//**********************************************
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{
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irrad[0] = irrad[1] = irrad[2] = 0.0;
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NearestPhotons np;
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np.dist2 = (float*)alloca( sizeof(float)*(nphotons+1) );
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np.index = (const Photon**)alloca( sizeof(Photon*)*(nphotons+1) );
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np.pos[0] = pos[0]; np.pos[1] = pos[1]; np.pos[2] = pos[2];
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np.max = nphotons;
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np.found = 0;
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np.got_heap = 0;
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np.dist2[0] = max_dist*max_dist;
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// locate the nearest photons
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locate_photons( &np, 1 );
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// if less than 8 photons return
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if (np.found<8)
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return;
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float pdir[3];
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// sum irradiance from all photons
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for (int i=1; i<=np.found; i++) {
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const Photon *p = np.index[i];
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// the photon_dir call and following if can be omitted (for speed)
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// if the scene does not have any thin surfaces
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photon_dir( pdir, p );
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if ( (pdir[0]*normal[0]+pdir[1]*normal[1]+pdir[2]*normal[2]) < 0.0f ) {
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float red, green, blue;
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rgbe2float(red, green, blue, p->power);
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irrad[0] += red;
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irrad[1] += green;
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irrad[2] += blue;
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}
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}
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const float tmp=(1.0f/M_PI)/(np.dist2[0]); // estimate of density
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irrad[0] *= tmp;
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irrad[1] *= tmp;
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irrad[2] *= tmp;
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}
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/* locate_photons finds the nearest photons in the
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* photon map given the parameters in np
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*/
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//******************************************
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void PhotonMap :: locate_photons(
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NearestPhotons *const np,
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const int index ) const
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//******************************************
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{
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const Photon *p = &photons[index];
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float dist1;
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if (index<half_stored_photons) {
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dist1 = np->pos[ p->plane ] - p->pos[ p->plane ];
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if (dist1>0.0) { // if dist1 is positive search right plane
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locate_photons( np, 2*index+1 );
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if ( dist1*dist1 < np->dist2[0] )
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locate_photons( np, 2*index );
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} else { // dist1 is negative search left first
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locate_photons( np, 2*index );
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if ( dist1*dist1 < np->dist2[0] )
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locate_photons( np, 2*index+1 );
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}
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}
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// compute squared distance between current photon and np->pos
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dist1 = p->pos[0] - np->pos[0];
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float dist2 = dist1*dist1;
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dist1 = p->pos[1] - np->pos[1];
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dist2 += dist1*dist1;
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dist1 = p->pos[2] - np->pos[2];
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dist2 += dist1*dist1;
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if ( dist2 < np->dist2[0] ) {
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// we found a photon :) Insert it in the candidate list
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if ( np->found < np->max ) {
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// heap is not full; use array
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np->found++;
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np->dist2[np->found] = dist2;
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np->index[np->found] = p;
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} else {
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int j,parent;
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if (np->got_heap==0) { // Do we need to build the heap?
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// Build heap
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float dst2;
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const Photon *phot;
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int half_found = np->found>>1;
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for ( int k=half_found; k>=1; k--) {
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parent=k;
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phot = np->index[k];
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dst2 = np->dist2[k];
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while ( parent <= half_found ) {
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j = parent+parent;
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if (j<np->found && np->dist2[j]<np->dist2[j+1])
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j++;
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if (dst2>=np->dist2[j])
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break;
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np->dist2[parent] = np->dist2[j];
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np->index[parent] = np->index[j];
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parent=j;
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}
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np->dist2[parent] = dst2;
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np->index[parent] = phot;
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}
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np->got_heap = 1;
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}
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// insert new photon into max heap
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// delete largest element, insert new and reorder the heap
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parent=1;
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j = 2;
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while ( j <= np->found ) {
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if ( j < np->found && np->dist2[j] < np->dist2[j+1] )
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j++;
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if ( dist2 > np->dist2[j] )
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break;
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np->dist2[parent] = np->dist2[j];
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np->index[parent] = np->index[j];
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parent = j;
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j += j;
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}
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np->index[parent] = p;
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np->dist2[parent] = dist2;
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np->dist2[0] = np->dist2[1];
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}
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}
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}
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/* store puts a photon into the flat array that will form
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* the final kd-tree.
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*
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* Call this function to store a photon.
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*/
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//***************************
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void PhotonMap :: store(
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const float power[3],
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const float pos[3],
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const float dir[3],
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const float ref_index)
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//***************************
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{
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if (stored_photons>=max_photons)
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return;
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stored_photons++;
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Photon *const node = &photons[stored_photons];
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node->ref_index = ref_index;
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for (int i=0; i<3; i++) {
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node->pos[i] = pos[i];
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if (node->pos[i] < bbox_min[i])
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bbox_min[i] = node->pos[i];
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if (node->pos[i] > bbox_max[i])
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bbox_max[i] = node->pos[i];
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//node->power[i] = power[i];
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}
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float2rgbe(node->power, power[0], power[1], power[2]);
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int theta = int( acos(dir[2])*(256.0/M_PI) );
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if (theta>255)
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node->theta = 255;
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else
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node->theta = (unsigned char)theta;
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int phi = int( atan2(dir[1],dir[0])*(256.0/(2.0*M_PI)) );
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if (phi>255)
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node->phi = 255;
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else if (phi<0)
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node->phi = (unsigned char)(phi+256);
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else
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node->phi = (unsigned char)phi;
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}
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/* scale_photon_power is used to scale the power of all
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* photons once they have been emitted from the light
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* source. scale = 1/(#emitted photons).
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* Call this function after each light source is processed.
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*/
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//********************************************************
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void PhotonMap :: scale_photon_power( const float scale )
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//********************************************************
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{
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for (int i=prev_scale; i<=stored_photons; i++) {
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float red, green, blue;
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rgbe2float(red, green, blue, photons[i].power);
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red *= scale;
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green *= scale;
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blue *= scale;
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float2rgbe(photons[i].power, red, green, blue);
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}
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prev_scale = stored_photons;
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}
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/* balance creates a left balanced kd-tree from the flat photon array.
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* This function should be called before the photon map
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* is used for rendering.
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*/
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//******************************
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void PhotonMap :: balance(void)
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//******************************
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{
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if (stored_photons>1) {
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// allocate two temporary arrays for the balancing procedure
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Photon **pa1 = (Photon**)malloc(sizeof(Photon*)*(stored_photons+1));
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Photon **pa2 = (Photon**)malloc(sizeof(Photon*)*(stored_photons+1));
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for (int i=0; i<=stored_photons; i++)
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pa2[i] = &photons[i];
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balance_segment( pa1, pa2, 1, 1, stored_photons );
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free(pa2);
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// reorganize balanced kd-tree (make a heap)
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int d, j=1, foo=1;
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Photon foo_photon = photons[j];
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for (int i=1; i<=stored_photons; i++) {
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d=pa1[j]-photons;
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pa1[j] = NULL;
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if (d != foo)
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photons[j] = photons[d];
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else {
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photons[j] = foo_photon;
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if (i<stored_photons) {
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for (;foo<=stored_photons; foo++)
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if (pa1[foo] != NULL)
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break;
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foo_photon = photons[foo];
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j = foo;
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}
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continue;
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}
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j = d;
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}
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free(pa1);
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}
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half_stored_photons = stored_photons/2-1;
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}
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#define swap(ph,a,b) { Photon *ph2=ph[a]; ph[a]=ph[b]; ph[b]=ph2; }
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// median_split splits the photon array into two separate
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// pieces around the median with all photons below the
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// the median in the lower half and all photons above
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// than the median in the upper half. The comparison
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// criteria is the axis (indicated by the axis parameter)
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// (inspired by routine in "Algorithms in C++" by Sedgewick)
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//*****************************************************************
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void PhotonMap :: median_split(
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Photon **p,
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const int start, // start of photon block in array
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const int end, // end of photon block in array
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const int median, // desired median number
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const int axis ) // axis to split along
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//*****************************************************************
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{
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int left = start;
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int right = end;
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while ( right > left ) {
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const float v = p[right]->pos[axis];
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int i=left-1;
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int j=right;
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for (;;) {
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while ( p[++i]->pos[axis] < v )
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;
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while ( p[--j]->pos[axis] > v && j>left )
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;
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if ( i >= j )
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break;
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swap(p,i,j);
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}
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swap(p,i,right);
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if ( i >= median )
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right=i-1;
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if ( i <= median )
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left=i+1;
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}
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}
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// See "Realistic image synthesis using Photon Mapping" chapter 6
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// for an explanation of this function
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//****************************
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void PhotonMap :: balance_segment(
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Photon **pbal,
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Photon **porg,
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const int index,
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const int start,
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const int end )
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//****************************
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{
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//--------------------
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// compute new median
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//--------------------
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int median=1;
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while ((4*median) <= (end-start+1))
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median += median;
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if ((3*median) <= (end-start+1)) {
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median += median;
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median += start-1;
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} else
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median = end-median+1;
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//--------------------------
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// find axis to split along
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//--------------------------
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int axis=2;
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if ((bbox_max[0]-bbox_min[0])>(bbox_max[1]-bbox_min[1]) &&
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(bbox_max[0]-bbox_min[0])>(bbox_max[2]-bbox_min[2]))
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axis=0;
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else if ((bbox_max[1]-bbox_min[1])>(bbox_max[2]-bbox_min[2]))
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axis=1;
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//------------------------------------------
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// partition photon block around the median
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//------------------------------------------
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median_split( porg, start, end, median, axis );
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pbal[ index ] = porg[ median ];
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pbal[ index ]->plane = axis;
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//----------------------------------------------
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// recursively balance the left and right block
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//----------------------------------------------
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if ( median > start ) {
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// balance left segment
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if ( start < median-1 ) {
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const float tmp=bbox_max[axis];
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bbox_max[axis] = pbal[index]->pos[axis];
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balance_segment( pbal, porg, 2*index, start, median-1 );
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bbox_max[axis] = tmp;
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} else {
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pbal[ 2*index ] = porg[start];
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}
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}
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if ( median < end ) {
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// balance right segment
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if ( median+1 < end ) {
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const float tmp = bbox_min[axis];
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bbox_min[axis] = pbal[index]->pos[axis];
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balance_segment( pbal, porg, 2*index+1, median+1, end );
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bbox_min[axis] = tmp;
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} else {
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pbal[ 2*index+1 ] = porg[end];
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}
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}
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}
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