// Is n a multiple of m?
int multiple_of(int n, int m) {
    if (m < 0) {
        return multiple_of(n, -m);
    }
    if (n < 0) {
        return multiple_of(-n, m); // false
    }
    if (m == 0) {
        return 0; // false
    }
    if (n == 0) {
        return 1; // true
    }
    return multiple_of(n - m, m);
}
int is_prime_(int n, int m) {
    if (n <= 1) {
        return 0; // false
    }
    if (n == 2) {
        return 1; // true
    }
    if (n > 2) {
        if (m <= 1) {
            return 1; // true
        } else {
            if (multiple_of(n, m) == 0) {
                return 0; // false
            }
            return is_prime_(n, m - 1);
        }
    }
}
Beispiel #3
0
#include <string.h>

#include "lame.h"
#include "machine.h"
#include "gain_analysis.h"

/* for each filter: */
/* [0] 48 kHz, [1] 44.1 kHz, [2] 32 kHz, [3] 24 kHz, [4] 22050 Hz, [5] 16 kHz, [6] 12 kHz, [7] is 11025 Hz, [8] 8 kHz */

#ifdef WIN32
#pragma warning ( disable : 4305 )
#endif


/*lint -save -e736 loss of precision */
static const Float_t ABYule[9][multiple_of(16, 2 * YULE_ORDER + 1)] = {
    /* 20                 18                 16                 14                 12                 10                 8                  6                  4                  2                 0                 19                 17                 15                 13                 11                 9                  7                  5                  3                  1              */
    { 0.00288463683916,  0.00012025322027,  0.00306428023191,  0.00594298065125, -0.02074045215285,  0.02161526843274, -0.01655260341619, -0.00009291677959, -0.00123395316851, -0.02160367184185, 0.03857599435200, 0.13919314567432, -0.86984376593551,  2.75465861874613, -5.87257861775999,  9.48293806319790,-12.28759895145294, 13.05504219327545,-11.34170355132042,  7.81501653005538, -3.84664617118067},
    {-0.00187763777362,  0.00674613682247, -0.00240879051584,  0.01624864962975, -0.02596338512915,  0.02245293253339, -0.00834990904936, -0.00851165645469, -0.00848709379851, -0.02911007808948, 0.05418656406430, 0.13149317958808, -0.75104302451432,  2.19611684890774, -4.39470996079559,  6.85401540936998, -8.81498681370155,  9.47693607801280, -8.54751527471874,  6.36317777566148, -3.47845948550071},
    {-0.00881362733839,  0.00651420667831, -0.01390589421898,  0.03174092540049,  0.00222312597743,  0.04781476674921, -0.05588393329856,  0.02163541888798, -0.06247880153653, -0.09331049056315, 0.15457299681924, 0.02347897407020, -0.05032077717131,  0.16378164858596, -0.45953458054983,  1.00595954808547, -1.67148153367602,  2.23697657451713, -2.64577170229825,  2.84868151156327, -2.37898834973084},
    {-0.02950134983287,  0.00205861885564, -0.00000828086748,  0.06276101321749, -0.00584456039913, -0.02364141202522, -0.00915702933434,  0.03282930172664, -0.08587323730772, -0.22613988682123, 0.30296907319327, 0.00302439095741,  0.02005851806501,  0.04500235387352, -0.22138138954925,  0.39120800788284, -0.22638893773906, -0.16276719120440, -0.25656257754070,  1.07977492259970, -1.61273165137247},
    {-0.01760176568150, -0.01635381384540,  0.00832043980773,  0.05724228140351, -0.00589500224440, -0.00469977914380, -0.07834489609479,  0.11921148675203, -0.11828570177555, -0.25572241425570, 0.33642304856132, 0.02977207319925, -0.04237348025746,  0.08333755284107, -0.04067510197014, -0.12453458140019,  0.47854794562326, -0.80774944671438,  0.12205022308084,  0.87350271418188, -1.49858979367799},
    { 0.00541907748707, -0.03193428438915, -0.01863887810927,  0.10478503600251,  0.04097565135648, -0.12398163381748,  0.04078262797139, -0.01419140100551, -0.22784394429749, -0.14351757464547, 0.44915256608450, 0.03222754072173,  0.05784820375801,  0.06747620744683,  0.00613424350682,  0.22199650564824, -0.42029820170918,  0.00213767857124, -0.37256372942400,  0.29661783706366, -0.62820619233671},
    {-0.00588215443421, -0.03788984554840,  0.08647503780351,  0.00647310677246, -0.27562961986224,  0.30931782841830, -0.18901604199609,  0.16744243493672,  0.16242137742230, -0.75464456939302, 0.56619470757641, 0.01807364323573,  0.01639907836189, -0.04784254229033,  0.06739368333110, -0.33032403314006,  0.45054734505008,  0.00819999645858, -0.26806001042947,  0.29156311971249, -1.04800335126349},
    {-0.00749618797172, -0.03721611395801,  0.06920467763959,  0.01628462406333, -0.25344790059353,  0.15558449135573,  0.02377945217615,  0.17520704835522, -0.14289799034253, -0.53174909058578, 0.58100494960553, 0.01818801111503,  0.02442357316099, -0.02505961724053, -0.05246019024463, -0.23313271880868,  0.38952639978999,  0.14728154134330, -0.20256413484477, -0.31863563325245, -0.51035327095184},
    {-0.02217936801134,  0.04788665548180, -0.04060034127000, -0.11202315195388, -0.02459864859345,  0.14590772289388, -0.10214864179676,  0.04267842219415, -0.00275953611929, -0.42163034350696, 0.53648789255105, 0.04704409688120,  0.05477720428674, -0.18823009262115, -0.17556493366449,  0.15113130533216,  0.26408300200955, -0.04678328784242, -0.03424681017675, -0.43193942311114, -0.25049871956020}
};

static const Float_t ABButter[9][multiple_of(16, 2 * BUTTER_ORDER + 1)] = {
    /* 5                4                  3                  2                 1              */
    {0.98621192462708, 0.97261396931306, -1.97242384925416, -1.97223372919527, 0.98621192462708},
Beispiel #4
0
void Scene::render_directional_shadowmap(DirectionalLight* dirlight) {
    Matrix4 light_mat,camera_mat;

    Vec3<float> ldir_norm = dirlight->get_direction(); 
    ldir_norm.normalize();

    // vectors defining the light-space plan to project points onto it (for pixel-size only transitions)
    Vec3<float> lsp_y(0,ldir_norm.z/ldir_norm.y,-1);     lsp_y.normalize();
    Vec3<float> lsp_x=ldir_norm.cross(lsp_y);    lsp_x.normalize();

    Vec3<float> eye_norm = eye_vector;
    eye_norm.normalize();

    //shadowing depth and resolution calculations
    int cascaded_depth=8;
    float shadow_min_range = dirlight->get_shadow_min_range(), shadow_max_range=dirlight->get_shadow_max_range();
    if(shadow_max_range==-1)
        shadow_max_range=scene_far;
    if(shadow_min_range==-1)
        shadow_min_range=scene_near;
    float shadow_range = shadow_max_range-shadow_min_range;

    //resolution at the nearest distance of the camera. Then go as planned
    float min_shadow_resolution = (log2(((shadow_min_range-scene_near)/SHADOWING_NEAR_RANGE)+1)+1)*SHADOWING_NEAR_RANGE; 
    uniform_cascaded_shading_zdelta->set_value(min_shadow_resolution);
    
    float act_shadow_distance=0;
    for(int i=1;i<=SHADOWING_MAX_LAYERS;i++) {
        act_shadow_distance+=pow(2,i-1)*min_shadow_resolution;
        if(act_shadow_distance>shadow_range) {
            cascaded_depth=i;
            break;
        }
    }


    // calculation of the general projection matrix (global light) to calculate subfrustum borders
    Matrix4 global_light_projection;
    Vec3<float> global_cam_pos = camera_pos + eye_norm*(shadow_min_range+shadow_range*0.5);
    float gf = tanf(scene_fov_rad/2)*shadow_max_range;
    float vgf = gf / disp->get_ratio();
    float global_radius = sqrt(gf*gf + vgf*vgf + (shadow_min_range+shadow_range)*(shadow_min_range+shadow_range)*0.25);
    camera_mat.camera((global_cam_pos-ldir_norm*scene_far),global_cam_pos,lsp_y);
    global_light_projection.perspective_ortho(global_radius*2,scene_near,scene_far*2,1);
    global_light_projection = global_light_projection * camera_mat;

    Matrix4 global_light_projection_inv = global_light_projection;
    global_light_projection_inv.invert();

    // vector containing subfrustum positions near the camera (each iteration put their far pos into this for the next iteration)
    Vec3<float> subfrustum_near_position[4];
    float sf = tanf(scene_fov_rad/2)*shadow_min_range;
    float vsf = sf / disp->get_ratio();
    Vec3<float> mid_position = camera_pos + eye_norm*shadow_min_range;
    Vec3<float> third_eye_vector = eye_vector.cross(up_vector);
    third_eye_vector.normalize();
    subfrustum_near_position[0] = mid_position + up_vector*vsf + third_eye_vector*sf;
    subfrustum_near_position[1] = mid_position + up_vector*vsf - third_eye_vector*sf;
    subfrustum_near_position[2] = mid_position - up_vector*vsf + third_eye_vector*sf;
    subfrustum_near_position[3] = mid_position - up_vector*vsf - third_eye_vector*sf;

    // projection of the 3D subfrustum positions into the 2D light-view plane.
    for(int i=0;i<4;i++) {
        subfrustum_near_position[i] = global_light_projection*subfrustum_near_position[i];
    }

    for(int cascaded_layer=0;cascaded_layer<cascaded_depth;cascaded_layer++) {

        float zmax=(pow(2,cascaded_layer+1)-1)*min_shadow_resolution+shadow_min_range;
        if(cascaded_layer==SHADOWING_MAX_LAYERS-1) {
            zmax=shadow_max_range;
        }

        float f = tanf(scene_fov_rad/2)*zmax;
        float vf = f / disp->get_ratio();

        // calculate the 4 zmax points and project them into 2D light_space
        Vec3<float> subfrustum_far_position[4];
        Vec3<float> far_position = camera_pos + eye_norm*zmax;
        subfrustum_far_position[0] = far_position + up_vector*vf + third_eye_vector*f;
        subfrustum_far_position[1] = far_position + up_vector*vf - third_eye_vector*f;
        subfrustum_far_position[2] = far_position - up_vector*vf + third_eye_vector*f;
        subfrustum_far_position[3] = far_position - up_vector*vf - third_eye_vector*f;

        for(int i=0;i<4;i++) {
            subfrustum_far_position[i] = global_light_projection*subfrustum_far_position[i];
        }
        float optimal_radius;
        Vec3<float> optimal_center = calculate_shadowing_optimal_point(subfrustum_near_position,subfrustum_far_position,optimal_radius);

        // multiply by global radius, as the optimal radius is only valid in the projected 2D space between 0 and 1
        optimal_radius*=(global_radius); 
        optimal_radius=multiple_of(optimal_radius,2);

        // switch near to far positions for the next layer
        for(int i=0;i<4;i++) {
            subfrustum_near_position[i] = subfrustum_far_position[i];
        }

        float camera_height=DIRECTIONAL_LIGHT_HEIGHT;

        //clamping camera coordonnates to move depth_test pixel by depth_test pixel to avoid shadow glitters 
        Vec3<float> cam_pos = global_light_projection_inv*optimal_center-ldir_norm*camera_height;

        // projection of the camera position onto the light-view plane
        float X=cam_pos.scalar(lsp_x), Y=cam_pos.scalar(lsp_y), Z=cam_pos.scalar(ldir_norm);
        X=multiple_of(X,optimal_radius/DEPTH_TEXTURE_SIZE);
        Y=multiple_of(Y,optimal_radius/DEPTH_TEXTURE_SIZE);
        cam_pos=lsp_x*X+lsp_y*Y+ldir_norm*Z;

        Vec3<float> cam_pointing_pos=cam_pos+ldir_norm*camera_height;
        // light-view transformation matrix calculation
        camera_mat.camera(cam_pos,cam_pointing_pos,lsp_x);
        light_mat.perspective_ortho(optimal_radius,scene_near,camera_height*2,1);
        light_mat = light_mat*camera_mat;

        // matrix send to pixel shader (phong)
        std::stringstream uniform_name;
        uniform_name<<"matrix"<<(cascaded_layer+1);
        uniform_light->set_value(light_mat,uniform_name.str());

        fbo_shadows.attach_texture(dirlight->get_depth_texture(),FBO_DEPTH,cascaded_layer);

        if(fbo_shadows.iscomplete()) {
            fbo_shadows.bind();
            uniform_light_projection->set_value(light_mat,"matrix");

            frustum.orthogonal_frustum(cam_pos,ldir_norm,lsp_y,optimal_radius,1,camera_height*2);

            draw_scene();
            
            fbo_shadows.unbind();
        }  else {
            Logger::log()<<"FBO incomplete for the render of directional light "<<std::endl;
        }  
        
    }

    uniform_light_sampler->set_value(dirlight->get_depth_texture());
}