///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * 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.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "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 COPYRIGHT
// OWNER OR CONTRIBUTORS 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.
//
///////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Functions that algorithmically generate images, so that
// the code examples for image file reading and writing have
// data they can work with.
// Note that it is not necessary to study the code below in
// order to understand how the file I/O code examples work.
//
//-----------------------------------------------------------------------------
#include "drawImage.h"
#include <math.h>
#include <stdlib.h>
#include <float.h>
#include <algorithm>
#include "namespaceAlias.h"
using namespace IMF;
using namespace std;
namespace
{
float
pw (float x, int y)
{
float p = 1;
while (y)
{
if (y & 1)
p *= x;
x *= x;
y >>= 1;
}
return p;
}
void
sp (Array2D<Rgba> &px, int w, int h,
float xc, float yc, float rc,
float rd, float gn, float bl, float lm)
{
int x1 = int (max ((float) floor (xc - rc), 0.0f));
int x2 = int (min ((float) ceil (xc + rc), w - 1.0f));
int y1 = int (max ((float) floor (yc - rc), 0.0f));
int y2 = int (min ((float) ceil (yc + rc), h - 1.0f));
for (int y = y1; y <= y2; ++y)
{
for (int x = x1; x <= x2; ++x)
{
float xl = (x - xc) / rc;
float yl = (y - yc) / rc;
float r = sqrt (xl * xl + yl * yl);
if (r >= 1)
continue;
float a = 1;
if (r * rc > rc - 1)
a = rc - r * rc;
float zl = sqrt (1 - r * r);
float dl = xl * 0.42426 - yl * 0.56568 + zl * 0.70710;
if (dl < 0)
dl *= -0.1;
float hl = pw (dl, 50) * 4;
float dr = (dl + hl) * rd;
float dg = (dl + hl) * gn;
float db = (dl + hl) * bl;
Rgba &p = px[y][x];
p.r = p.r * (1 - a) + dr * lm * a;
p.g = p.g * (1 - a) + dg * lm * a;
p.b = p.b * (1 - a) + db * lm * a;
p.a = 1 - (1 - p.a) * (1 - a);
}
}
}
void
zsp (Array2D<half> &gpx, Array2D<float> &zpx, int w, int h,
float xc, float yc, float zc, float rc, float gn)
{
int x1 = int (max ((float) floor (xc - rc), 0.0f));
int x2 = int (min ((float) ceil (xc + rc), w - 1.0f));
int y1 = int (max ((float) floor (yc - rc), 0.0f));
int y2 = int (min ((float) ceil (yc + rc), h - 1.0f));
for (int x = x1; x <= x2; ++x)
{
for (int y = y1; y <= y2; ++y)
{
float xl = (x - xc) / rc;
float yl = (y - yc) / rc;
float r = sqrt (xl * xl + yl * yl);
if (r >= 1)
continue;
float a = 1;
if (r * rc > rc - 1)
a = rc - r * rc;
float zl = sqrt (1 - r * r);
float zp = zc - rc * zl;
if (zp >= zpx[y][x])
continue;
float dl = xl * 0.42426 - yl * 0.56568 + zl * 0.70710;
if (dl < 0)
dl *= -0.1;
float hl = pw (dl, 50) * 4;
float dg = (dl + hl) * gn;
gpx[y][x] = dg;
zpx[y][x] = zp;
}
}
}
inline float
z (float k)
{
k = 2 * (k - int (k));
return (k < 1)? k: 2 - k;
}
inline void
clear (Rgba &color)
{
color.r = 0;
color.g = 0;
color.b = 0;
}
inline void
clear (GZ &gz)
{
gz.g = 0;
gz.z = 0;
}
void
add (float k, Rgba &color)
{
color.a = k;
k *= 4;
color.r += 0.1f + 4 * z (k);
color.g += 0.1f + 4 * z (k + .33333f);
color.b += 0.1f + 4 * z (k + .66667f);
}
void
add (float k, GZ &gz)
{
k *= 5;
gz.g += 4 * z (k);
gz.z = k;
}
inline void
scale (float f, Rgba &color)
{
color.r *= f;
color.g *= f;
color.b *= f;
color.a *= f;
}
inline void
scale (float f, GZ &gz)
{
gz.g *= f;
gz.z *= f;
}
template <class P>
void
mndl (Array2D <P> &px,
int w, int h,
int xMin, int xMax,
int yMin, int yMax,
int xSamples, int ySamples,
double rMin,
double rMax,
double iMin,
double aspect,
double rSeed,
double iSeed)
{
if (xSamples > 6)
xSamples = 6;
if (ySamples > 6)
ySamples = 6;
double iMax = iMin + aspect * (rMax - rMin) * h / w;
double sx = double (rMax - rMin) / w;
double sy = double (iMax - iMin) / h;
double tx = 1.f / xSamples;
double ty = 1.f / ySamples;
float t = tx * ty;
for (int y = yMin; y < yMax; ++y)
{
for (int x = xMin; x < xMax; ++x)
{
P &p = px[y - yMin][x - xMin];
clear (p);
for (int i = 0; i < xSamples; ++i)
{
for (int j = 0; j < ySamples; ++j)
{
const double a = rMin + sx * (x + i * tx);
const double b = iMin + sy * (y + j * ty);
const double sMax = 100;
const int kMax = 256;
double r = rSeed;
double i = iSeed;
double s = 0;
int k = 0;
while (k < kMax && s < sMax)
{
s = r * r - i * i;
i = 2 * r * i + b;
r = s + a;
k++;
}
add (k / float (kMax), p);
}
}
scale (t, p);
}
}
}
} // namespace
void
drawImage1 (Array2D<Rgba> &px, int w, int h)
{
for (int y = 0; y < h; ++y)
{
for (int x = 0; x < w; ++x)
{
Rgba &p = px[y][x];
p.r = 0;
p.g = 0;
p.b = 0;
p.a = 0;
}
}
int n = 5600;
for (int i = 0; i < n; ++i)
{
float t = (i * 2.0 * M_PI) / n;
float xp = sin (t * 2.0) + 0.2 * sin (t * 15.0);
float yp = cos (t * 3.0) + 0.2 * cos (t * 15.0);
float r = float (i + 1) / float (n);
float xq = xp + 0.3 * r * sin (t * 80.0);
float yq = yp + 0.3 * r * cos (t * 80.0);
float xr = xp + 0.3 * r * sin (t * 80.0 + M_PI / 2);
float yr = yp + 0.3 * r * cos (t * 80.0 + M_PI / 2);
if (i % 10 == 0)
sp (px, w, h,
xp * w / 3 + w / 2, yp * h / 3 + h / 2,
w * 0.05 * r,
2.0, 0.8, 0.1,
0.5 * r * r);
sp (px, w, h,
xq * w / 3 + w / 2, yq * h / 3 + h / 2,
w * 0.01 * r,
0.7, 0.2, 2.0,
0.5 * r * r);
sp (px, w, h,
xr * w / 3 + w / 2, yr * h / 3 + h / 2,
w * 0.01 * r,
0.2, 1.5, 0.1,
0.5 * r * r);
}
}
void
drawImage2 (Array2D<half> &gpx, Array2D<float> &zpx, int w, int h)
{
for (int y = 0; y < h; ++y)
{
for (int x = 0; x < w; ++x)
{
gpx[y][x] = 0;
zpx[y][x] = FLT_MAX;
}
}
int n = 2000;
for (int i = 0; i < n; ++i)
{
float t = (i * 2.0 * M_PI) / n;
float xp = sin (t * 4.0) + 0.2 * sin (t * 15.0);
float yp = cos (t * 3.0) + 0.2 * cos (t * 15.0);
float zp = sin (t * 5.0);
float rd = 0.7 + 0.3 * sin (t * 15.0);
float gn = 0.5 - 0.5 * zp + 0.2;
zsp (gpx, zpx, w, h,
xp * w / 3 + w / 2,
yp * h / 3 + h / 2,
zp * w + 3 * w,
w * rd * 0.05,
2.5 * gn * gn);
}
}
void
drawImage3 (Array2D<Rgba> &px,
int w, int h,
int xMin, int xMax,
int yMin, int yMax,
int xLevel, int yLevel)
{
mndl (px,
w, h,
xMin, xMax,
yMin, yMax,
(1 << xLevel), (1 << yLevel),
0.328, 0.369,
0.5,
double (1 << yLevel) / double (1 << xLevel),
-0.713, 0.9738);
}
void
drawImage4 (Array2D<Rgba> &px,
int w, int h,
int xMin, int xMax,
int yMin, int yMax,
int xLevel, int yLevel)
{
mndl (px,
w, h,
xMin, xMax,
yMin, yMax,
(1 << xLevel), (1 << yLevel),
0.3247, 0.33348,
0.4346,
double (1 << yLevel) / double (1 << xLevel),
0.4, -0.765);
}
void
drawImage5 (Array2D<Rgba> &px,
int w, int h,
int xMin, int xMax,
int yMin, int yMax,
int xLevel, int yLevel)
{
mndl (px,
w, h,
xMin, xMax,
yMin, yMax,
(1 << xLevel), (1 << yLevel),
0.2839, 0.2852,
0.00961,
double (1 << yLevel) / double (1 << xLevel),
0.25, 0.31);
}
void
drawImage6 (Array2D<GZ> &px, int w, int h)
{
mndl (px,
w, h,
0, w,
0, h,
3, 3,
-2.5, 1.0,
-1.3333,
1,
0, 0);
}
void
drawImage7 (Array<Rgba> &px, int w, int h, int y)
{
for (int x = 0; x < w; ++x)
{
float xc = x - w / 2;
float yc = y - h / 2;
float a = atan2 (xc, yc);
float r = sqrt (xc * xc + yc * yc);
Rgba &p = px[x];
p.r = sin (3.0f * a + 0.3f * sin (0.10f * r)) * 0.5f + 0.5f;
p.g = sin (3.0f * a + 0.3f * sin (0.11f * r)) * 0.5f + 0.5f;
p.b = sin (3.0f * a + 0.3f * sin (0.12f * r)) * 0.5f + 0.5f;
p.a = 1;
}
}