All rights reserved. This file is part of Elemental and is under the BSD 2-Clause License, which can be found in the LICENSE file in the root directory, or at http://opensource.org/licenses/BSD-2-Clause */ #include "El.hpp" namespace El { // Draw each entry from a normal PDF template<typename F> void MakeGaussian( Matrix<F>& A, F mean, Base<F> stddev ) { DEBUG_ONLY(CSE cse("MakeGaussian")) auto sampleNormal = [=]() { return SampleNormal(mean,stddev); }; EntrywiseFill( A, function<F()>(sampleNormal) ); } template<typename F> void MakeGaussian( AbstractDistMatrix<F>& A, F mean, Base<F> stddev ) { DEBUG_ONLY(CSE cse("MakeGaussian")) if( A.RedundantRank() == 0 ) MakeGaussian( A.Matrix(), mean, stddev ); Broadcast( A, A.RedundantComm(), 0 ); } template<typename F> void MakeGaussian( DistMultiVec<F>& A, F mean, Base<F> stddev ) {
void MakeGaussian( Matrix<F>& A, F mean, Base<F> stddev ) { DEBUG_CSE auto sampleNormal = [=]() { return SampleNormal(mean,stddev); }; EntrywiseFill( A, function<F()>(sampleNormal) ); }
/** * @brief * @sa FinalLightFace */ void BuildFacelights (unsigned int facenum) { dBspSurface_t* face; dBspPlane_t* plane; dBspTexinfo_t* tex; float* center; float* sdir, *tdir; vec3_t normal, binormal; vec4_t tangent; lightinfo_t li; float scale; int i, j, numsamples; facelight_t* fl; int* headhints; const int grid_type = config.soft ? 1 : 0; if (facenum >= MAX_MAP_FACES) { Com_Printf("MAX_MAP_FACES hit\n"); return; } face = &curTile->faces[facenum]; plane = &curTile->planes[face->planenum]; tex = &curTile->texinfo[face->texinfo]; if (tex->surfaceFlags & SURF_WARP) return; /* non-lit texture */ sdir = tex->vecs[0]; tdir = tex->vecs[1]; /* lighting -extra antialiasing */ if (config.extrasamples) numsamples = config.soft ? SOFT_SAMPLES : MAX_SAMPLES; else numsamples = 1; OBJZERO(li); scale = 1.0 / numsamples; /* each sample contributes this much */ li.face = face; li.facedist = plane->dist; VectorCopy(plane->normal, li.facenormal); /* negate the normal and dist */ if (face->side) { VectorNegate(li.facenormal, li.facenormal); li.facedist = -li.facedist; } /* get the origin offset for rotating bmodels */ VectorCopy(face_offset[facenum], li.modelorg); /* calculate lightmap texture mins and maxs */ CalcLightinfoExtents(&li); /* and the lightmap texture vectors */ CalcLightinfoVectors(&li); /* now generate all of the sample points */ CalcPoints(&li, 0, 0); fl = &facelight[config.compile_for_day][facenum]; fl->numsamples = li.numsurfpt; fl->samples = Mem_AllocTypeN(vec3_t, fl->numsamples); fl->directions = Mem_AllocTypeN(vec3_t, fl->numsamples); center = face_extents[facenum].center; /* center of the face */ /* Also setup the hints. Each hint is specific to each light source, including sunlight. */ headhints = Mem_AllocTypeN(int, (numlights[config.compile_for_day] + 1)); /* calculate light for each sample */ for (i = 0; i < fl->numsamples; i++) { float* const sample = fl->samples[i]; /* accumulate lighting here */ float* const direction = fl->directions[i]; /* accumulate direction here */ if (tex->surfaceFlags & SURF_PHONG) /* interpolated normal */ SampleNormal(&li, li.surfpt[i], normal); else /* or just plane normal */ VectorCopy(li.facenormal, normal); for (j = 0; j < numsamples; j++) { /* with antialiasing */ vec3_t pos; /* add offset for supersampling */ VectorMA(li.surfpt[i], sampleofs[grid_type][j][0] * li.step, li.textoworld[0], pos); VectorMA(pos, sampleofs[grid_type][j][1] * li.step, li.textoworld[1], pos); NudgeSamplePosition(pos, normal, center, pos); GatherSampleLight(pos, normal, sample, direction, scale, headhints); } if (VectorNotEmpty(direction)) { vec3_t dir; /* normalize it */ VectorNormalize(direction); /* finalize the lighting direction for the sample */ TangentVectors(normal, sdir, tdir, tangent, binormal); dir[0] = DotProduct(direction, tangent); dir[1] = DotProduct(direction, binormal); dir[2] = DotProduct(direction, normal); VectorCopy(dir, direction); } } /* Free the hints. */ Mem_Free(headhints); for (i = 0; i < fl->numsamples; i++) { /* pad them */ float* const direction = fl->directions[i]; if (VectorEmpty(direction)) VectorSet(direction, 0.0, 0.0, 1.0); } /* free the sample positions for the face */ Mem_Free(li.surfpt); }