Beispiel #1
0
void rotate_z(float m[3][3], float r)
{
	m[0][0]=mcos(r);
	m[0][1]=-msin(r);
	m[0][2]=0;

	m[1][0]=msin(r);
	m[1][1]=mcos(r);
	m[1][2]=0;

	m[2][0]=0;
	m[2][1]=0;
	m[2][2]=1;
}
 void demo()
	{
	setgr();
	source1=loadgpi("cool.gpi",0);
	readgpipal("cool.pal",0,255,0);
	char bol=1;
	int el[50];
	int t=0,y;
	float temp;
	for(temp=1;temp<180;temp+=0.1388)
	 {
		if(y!=(int)(50*mcos(temp)))
		 {
			y=(int)(50*mcos(temp));
			el[t]=(int)(*source1*msin(temp)/2);
			if(t<50)t++;
		 }
	 }
	int kur[50];
	for(t=0;t<50;t++)kur[t]=*source1;
	while(bol==1)
	 {
		clearpot(0);
		bol=0;
		for(t=1;t<50;t++)
		 {
			hsline(160-kur[t],160+kur[t],50+t,source1+*source1*t+2,*source1-1);
			hsline(160-kur[t],160+kur[t],50+99-t,source1+*source1*(99-t)+2,*source1-1);
			if(kur[t]>el[t])
			 {
				bol=1;
				kur[t]--;
			 }
		 }
//		delay(100);
	 }
	free(source1);
	}
Beispiel #3
0
void Matrix::zrotate (float t)
{
	float st=msin(t), ct=mcos(t);
	clear ();
	/*
		 | cos t -sin t  0 |
	Mr = | sin t  cos t  0 |
		 | 0      0      0 |
	*/
	m[10] = m[15] = 1.0f;
	m[0] = ct;
	m[1] = -st;
	m[4] = st;
	m[5] = ct;
}
Beispiel #4
0
void Matrix::xrotate (float t)
{
	float st = msin(t), ct = mcos(t);
	clear ();
	/*
		 | 1     0      0   |
	Mr = | 0   cos t -sin t |
		 | 0   sin t  cos t |
	*/
	m[0] = 1.0f;
	m[5] = ct;
	m[6] = -st;
	m[9] = st;
	m[10] = ct;
	m[15] = 1.0f;
}
Beispiel #5
0
void Matrix::yrotate (float t)
{
	float st=msin(t), ct=mcos(t);
	clear ();
	/*
		 | cos t  0   -sin t |
	Mr = | 0      1     0    |
		 | sin t  0    cos t |
	*/
	m[0] = ct;
	m[2] = -st;
	m[5] = 1.0f;
	m[8] = st;
	m[10] = ct;
	m[15] = 1.0f;
}
Beispiel #6
0
void Matrix::vector_rotation (const Vector3& cv, float angle)
{
	float c = mcos(angle);
	float s = msin(angle);
	float cc = 1 - c;

	clear ();

	Vector3 axis(cv);
	axis.normalize ();

	v(0,0) = (cc * axis.x * axis.x) + c;
	v(0,1) = (cc * axis.x * axis.y) + (axis.z * s);
	v(0,2) = (cc * axis.x * axis.z) - (axis.y * s);

	v(1,0) = (cc * axis.x * axis.y) - (axis.z * s);
	v(1,1) = (cc * axis.y * axis.y) + c;
	v(1,2) = (cc * axis.z * axis.y) + (axis.x * s);

	v(2,0) = (cc * axis.x * axis.z) + (axis.y * s);
	v(2,1) = (cc * axis.y * axis.z) - (axis.x * s);
	v(2,2) = (cc * axis.z * axis.z) + c;
}
Beispiel #7
0
cv::Mat SIFT::sp_find_sift_grid( Mat I,Mat gridX,Mat gridY,int patchSize, float sigma_edge )
{
	int num_angles=8;
	float num_bins=4;
	int num_samples=num_bins*num_bins;
	int alpha = 9;

	//此处需要判断总共传入多少个变量,如果变量数小于5,就把sigma_edge设置为1
	float angle_step=2*pi/num_angles;

	//初始化angles 为一个一维矩阵从0到2*pi;间隔为angle_step
	Mat angles=create(0,2*pi,angle_step);
	angles=deleteO(angles); //删除最后一个元素

	CvSize size=I.size();
	//int hgt=size.height;
	//int wid=size.width;

	int num_patches=gridX.total();//计算gridX总共有多少个元素

	Mat sift_arr=Mat::zeros(num_patches,num_samples*num_angles,CV_32F);

	//计算滤波算子
	int  f_wid = 4 * ceil(sigma_edge) + 1;
	Mat G=gaussian(f_wid,sigma_edge);

	Mat GX=gradientX(G);
	Mat GY=gradientY(G);


	GX=GX*2/totalSumO(GX);
	GY=GY*2/totalSumO(GY);



	Mat I_X(I.rows,I.cols,CV_32F);
	I_X=filter2(GX,I);              //因为I,图片读入不同,所以I_X不同,与I有关的均布相同,但是,都正确


	Mat I_Y(I.rows,I.cols,CV_32F);
	I_Y=filter2(GY,I);

	Mat T(I_X.rows,I_X.cols,CV_32F);
	add(I_X.mul(I_X),I_Y.mul(I_Y),T);
	Mat I_mag(I_X.rows,I_X.cols,CV_32F);
	sqrt(T,I_mag);
	Mat I_theta=matan2(I_Y,I_X);

	Mat interval=create(2/num_bins,2,2/num_bins);
	interval-=(1/num_bins+1);

	Mat sample_x=meshgrid_X(interval,interval);


	Mat sample_y=meshgrid_Y(interval,interval);

	sample_x=reshapeX(sample_x);//变为一个1维矩阵

	sample_y=reshapeX(sample_y);

	Mat I_orientation[8] = {Mat::zeros(size,CV_32F)};
	for(int i=0;i<8;i++)
	{
		I_orientation[i] = Mat::zeros(size,CV_32F);
	}
	float *pt=angles.ptr<float>(0);

	for(int a=0;a<num_angles;a++)
	{
		Mat tep1=mcos(I_theta-pt[a]);//cos
		//cout<<tep1.at<float>(0,1)<<endl;
		Mat tep(tep1.rows,tep1.cols,CV_32F);
		pow(tep1,alpha,tep);
		tep=compareB(tep,0);
		I_orientation[a]=tep.mul(I_mag);
	}

	for(int i=0;i<num_patches;i++)
	{

		double r=patchSize/2;
		float l=(float)(i/gridX.rows);
		float m=i%gridX.rows;
		float cx=gridX.at<float>(m,l)+r-0.5;
		float cy=gridY.at<float>(m,l)+r-0.5;

		Mat sample_x_t=Add(sample_x*r,cx);
		Mat sample_y_t=Add(sample_y*r,cy);
		float *pt1=sample_y_t.ptr<float>(0);
		float sample_res=pt1[1]-pt1[0];

// 		int c=(int)i/gridX.rows;
// 		float *ptc1=gridX.ptr<float>(c);
// 		int x_lo=ptc1[i%gridX.rows];

		int x_lo = gridX.at<float>(i % gridX.rows, i / gridX.rows);
		int x_hi=patchSize+x_lo-1;
/*		float *ptc2=gridY.ptr<float>(c);*/


		int y_lo=gridY.at<float>(i % gridY.rows, i / gridY.rows);
		int y_hi=y_lo+patchSize-1;

		Mat A=create(x_lo,x_hi,1);
		Mat B=create(y_lo,y_hi,1);


		Mat sample_px=meshgrid_X(A,B);
		Mat sample_py=meshgrid_Y(A,B);

		int num_pix = sample_px.total();//计算sample_px元素总数
		sample_px=reshapeY(sample_px);
		sample_py=reshapeY(sample_py);


		Mat dist_px=abs(repmat(sample_px,1,num_samples)-repmat(sample_x_t,num_pix,1));
		Mat dist_py=abs(repmat(sample_py,1,num_samples)-repmat(sample_y_t,num_pix,1));


		Mat weights_x=dist_px/sample_res;
		Mat weights_x_l=Less(weights_x,1);
		weights_x=(1-weights_x).mul(weights_x_l);

		Mat weights_y=dist_py/sample_res;
		Mat weights_y_l=Less(weights_y,1);
		weights_y=(1-weights_y).mul(weights_y_l);
		Mat weights=weights_x.mul(weights_y);

		Mat curr_sift=Mat::zeros(num_angles,num_samples,CV_32F);
		for(int a=0;a<num_angles;a++)
		{
			//Mat I=getNum(I_orientation[a],y_lo,y_hi,x_lo,x_hi);
			Mat I = I_orientation[a](Range(y_lo, y_hi), Range(x_lo, x_hi));
			Mat tep=reshapeY(I);

			// Fill tep with zeros to fit size of weight
			if (tep.cols < weights.cols)
			{
				for (int i = tep.rows; i < weights.rows; i++)
					tep.push_back(0.0f);
			}

			tep=repmat(tep,1,num_samples);
			Mat t=tep.mul(weights);
			Mat ta=sum_every_col(t);
			float *p=ta.ptr<float>(0);
			for(int i=0;i<curr_sift.cols;i++)
			{
				curr_sift.at<float>(a,i)=p[i];
			}

		}
		Mat tp=reshapeX(curr_sift);
		float *p=tp.ptr<float>(0);
		for(int j=0;j<sift_arr.cols;j++)
		{
			sift_arr.at<float>(i,j)=p[j];
		}

	}

	return sift_arr;
}
Beispiel #8
0
void draw_frame(uint64_t buf_ea) {
    vec_uint4 buf[2*1920/4];
    int row, col, i, tag = 0;
    float step = 4.0f/spu.width*spu.zoom;
    float xbeg = spu.xc - spu.width*step*0.5f;
    vec_float4 vxbeg = spu_splats(xbeg)
    + spu_splats(step) * (vec_float4) {
        0.f,1.f,2.f,3.f
    };
    vec_float4 xstep = spu_splats(step)*spu_splats(4.f);
    vec_float4 vyp = spu_splats(spu.yc - spu.height*step*0.5f + step*spu.rank);
    const vec_float4 vinc = spu_splats(spu.count * step);
    const vec_float4 esc2 = spu_splats(BAILOUT*BAILOUT);
#if BAILBITS != 1
    const vec_float4 esc21 = spu_splats(4.f/(BAILOUT*BAILOUT));
#endif
    const vec_float4 two = spu_splats(2.f);
    const vec_float4 zero = spu_splats(0.f);
    const vec_float4 colsc = spu_splats(255.f);
    const vec_float4 ccr = spu_splats(4.f*BAILOUT/(3.5f*3.141592654f));
    const vec_float4 ccg = spu_splats(4.f*BAILOUT/(5.f*3.141592654f));
    const vec_float4 ccb = spu_splats(4.f*BAILOUT/(9.f*3.141592654f));
    vec_float4 x, y, x2, y2, m2, vxp;
    vec_uint4 cmp, inc;
    vec_uint4 vi;
    vec_uint4 *p, *b;
    vec_float4 co;

    /* Process the full image. As there are 6 SPUs working in parallel, each with
     * a different rank from 0 to 5, each SPU processes only the line numbers:
     * rank, rank+6, rank+12, ...
     * The program uses a SPU DMA programming technique known as "double buffering",
     * where the previously generated line is transmitted to main memory while we
     * compute the next one, hence the need for a local buffer containing two lines.
     */
    for (row = spu.rank; row < spu.height; row += spu.count) {
        /* Pixel buffer address (in local memory) of the next line to be drawn */
        b = p = buf + ((1920/4)&-tag);
        vxp = vxbeg; /* first four x coordinates */
        /* Process a whole screen line by packets of 4 pixels */
        for (col = spu.width/4; col > 0 ; col--) {
            vi = spu_splats(0u);
            x = vxp;
            y = vyp;
            i = 0;
            cmp = spu_splats(-1u);
            inc = spu_splats(1u);
            m2 = zero;

            /* This loop processes the Mandelbrot suite for the four complex numbers
             * whose real part are the components of the x vector, and the imaginary
             * part are in y (as we process the same line, all initial values of y
             * are equal).
             * We perform loop unrolling for SPU performance optimization reasons,
             * hence the 4x replication of the same computation block.
             */
            do {
                x2 = x*x;
                y2 = y*y;
                m2 = spu_sel(m2, x2+y2, cmp);
                cmp = spu_cmpgt(esc2, m2);
                inc = spu_and(inc, cmp); /* increment the iteration count only if */
                vi = vi + inc;           /* we're still inside the bailout radius */
                y = two*x*y + vyp;
                x = x2-y2 + vxp;

                x2 = x*x;
                y2 = y*y;
                m2 = spu_sel(m2, x2+y2, cmp);
                cmp = spu_cmpgt(esc2, m2);
                inc = spu_and(inc, cmp);
                vi = vi + inc;
                y = two*x*y + vyp;
                x = x2-y2 + vxp;

                x2 = x*x;
                y2 = y*y;
                m2 = spu_sel(m2, x2+y2, cmp);
                cmp = spu_cmpgt(esc2, m2);
                inc = spu_and(inc, cmp);
                vi = vi + inc;
                y = two*x*y + vyp;
                x = x2-y2 + vxp;

                x2 = x*x;
                y2 = y*y;
                m2 = spu_sel(m2, x2+y2, cmp);
                cmp = spu_cmpgt(esc2, m2);
                inc = spu_and(inc, cmp);
                vi = vi + inc;
                y = two*x*y + vyp;
                x = x2-y2 + vxp;

                i += 4;
            }
            /* Exit the loop only if the iteration limit of 128 has been reached,
             * or all current four points are outside the bailout radius.
             * The __builtin_expect(xxx, 1) construct hints the compiler that the xxx
             * test has greater chance of being true (1), so a branch hinting
             * instruction is inserted into the binary code to make the conditional
             * branch faster in most cases (except the last one when we exit the
             * loop). This results in performance increase.
             */
            while (__builtin_expect((i < 128) &
                                    (si_to_int((qword)spu_gather(cmp)) != 0), 1));
            /* smooth coloring: compute the fractional part */
            co = spu_convtf(vi, 0) + spu_splats(1.f);
            co -= fast_logf(fast_logf(m2) * spu_splats(.5f));
#if BAILBITS != 1
            co = spu_re(spu_rsqrte(co*esc21));
#endif
            /* Compute the red, green an blue pixel components */
            vec_uint4 cr = spu_convtu(mcos(co * ccr) * colsc, 0);
            vec_uint4 cg = spu_convtu(mcos(co * ccg) * colsc, 0);
            vec_uint4 cb = spu_convtu(mcos(co * ccb) * colsc, 0);
            /* Put the 4 pixel values in the buffer */
            *p++ = (spu_sl(cr, 16) | spu_sl(cg, 8) | cb) & ~-inc;

            vxp += xstep;
        }

        /* double-buffered dma: initiate a dma transfer of last computed scanline
         * then wait for completion of the second last transfer (previous computed
         * line). This is done by changing the tag value.
         */
        mfc_put(b, buf_ea+(spu.width*4)*row, spu.width*4, tag, 0, 0);
        tag = 1 - tag;
        wait_for_completion(tag);
        vyp += vinc;
    }
    /* wait for completion of last sent image line */
    wait_for_completion(1-tag);
}