Exemple #1
0
float flutewl()
{
    Tree t;
    DTYPE totwl;
    DTYPE x[MAXD], y[MAXD];
    float xOffset, yOffset;
    int i, j, k, r, d;

    totwl = 0;
    for (j=1; j<=numNets; j++) {
        d = netlistIndex[j+1] - netlistIndex[j];
        k = netlistIndex[j]; 
        for (r=0; r<d; r++) {
            i = netlist[k+r];
            xOffset = xPinOffset[k+r];
            yOffset = yPinOffset[k+r];
            x[r] = (DTYPE) xCellCoord[i]+xOffset;
            y[r] = (DTYPE) yCellCoord[i]+yOffset;
        }
#if ROUTING==1
        t = flute(d, x, y, ACCURACY); totwl += t.length;
#else        
        totwl += flute_wl(d, x, y, ACCURACY);
#endif        
    }
    
    return (float) totwl;
}    
Exemple #2
0
 double stwl(const std::vector<geometry::point<double> >&points) {
     readLUT();
     if(points.size() <= 3)
         return hpwl(points);
     std::vector<unsigned> X(points.size());
     std::vector<unsigned> Y(points.size());
     X.resize(0); Y.resize(0);
     for (auto & p : points) {
         X.push_back(p.x());
         Y.push_back(p.y());
     }
     auto tree = flute(points.size(), X.data(), Y.data(), ACCURACY);
     delete tree.branch;
     return tree.length;
 }
Exemple #3
0
void init() {

    bancAlto  = new BancoAlto(0.6);
    bancBalc = new BancoBalcao(0.8);
    bar = Bar(1);
    copoV=copo_vinho(0.025);
    copoL=copo_largo(0.025);
    flt=flute(0.035);
    mesaQ=new MesaQuadrada(0.5,0.2);
    mesaR=new MesaRedonda(0.4);
    sofa=new Sofa(0.7,2);
    bil=new Bilhar(0.7);
    cBilhar=new CandeeiroBilhar(2,0.2);
    balcao=new Balcao(5,0.6,2);
    cLuz=new CandeeiroLuz(0.1);
    garr=new GarrafaAgua(0.2);
    garW=new GarrafaWhisky(0.2);
    porta=new Plano(0.5,1,10,20);

    GLfloat fLargest;
    glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);

    ILuint ima[N_TEX];

    ilInit();
    ilGenImages(N_TEX,ima);
    glGenTextures(N_TEX,tex);

    int imagew,imageh;

    ilBindImage(ima[MADEIRA_TEX]);
    ilLoadImage((ILstring)"madeira_tex.jpg");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[MADEIRA_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[MADEIRA_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[MADEIRA_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    ilBindImage(ima[TECIDO_SOFA_TEX]);
    ilLoadImage((ILstring)"tecido_sofa_tex.jpg");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[TECIDO_SOFA_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[TECIDO_SOFA_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[TECIDO_SOFA_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    ilBindImage(ima[CHAO_TEX]);
    ilLoadImage((ILstring)"madeira_tex_alt.jpg");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[CHAO_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[CHAO_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[CHAO_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    ilBindImage(ima[PAREDES_TEX]);
    ilLoadImage((ILstring)"parede_tex.jpg");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[PAREDES_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[PAREDES_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[PAREDES_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    ilBindImage(ima[BALCAO_TAMPO_TEX]);
    ilLoadImage((ILstring)"balcao_tampo_tex.jpg");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[BALCAO_TAMPO_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[BALCAO_TAMPO_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[BALCAO_TAMPO_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    ilBindImage(ima[BANCO_TAMPO_TEX]);
    ilLoadImage((ILstring)"banco_tampo_tex.png");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[BANCO_TAMPO_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[BANCO_TAMPO_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[BANCO_TAMPO_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    ilBindImage(ima[PORTA_TEX]);
    ilLoadImage((ILstring)"porta_tex.jpg");
    ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE);
    imagew=ilGetInteger(IL_IMAGE_WIDTH);
    imageh=ilGetInteger(IL_IMAGE_HEIGHT);
    imageData[PORTA_TEX]=ilGetData();
    glBindTexture(GL_TEXTURE_2D,tex[PORTA_TEX]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, imagew, imageh, GL_RGBA, GL_UNSIGNED_BYTE, imageData[PORTA_TEX]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,10);

    //Create the shadow map texture
    glGenTextures(1, &shadowMapTexture);
    glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    //Enable shadow comparison
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
    //Shadow comparison should be true (ie not in shadow) if r<=texture
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
    glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowMapSize, shadowMapSize, 0,GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

    //Load identity modelview
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    //Shading states
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    glGenFramebuffers(1,&mFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFBO);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowMapTexture, 0);

    glGenTextures(2, aaTexture);

    glBindTexture(GL_TEXTURE_2D, aaTexture[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, AA_LEVEL*wWidth, AA_LEVEL*wHeight, 0,GL_RGBA, GL_UNSIGNED_BYTE, NULL);

    glBindTexture(GL_TEXTURE_2D, aaTexture[1]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, AA_LEVEL*wWidth, AA_LEVEL*wHeight, 0,GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);

    glGenFramebuffers(1,&aaFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aaFBO);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, aaTexture[0], 0);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, aaTexture[1],0);

    glGenTextures(1, &aaAuxTexture);
    glBindTexture(GL_TEXTURE_2D, aaAuxTexture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, AA_LEVEL*wWidth/2, AA_LEVEL*wHeight/2, 0,GL_RGBA, GL_UNSIGNED_BYTE, NULL);

    glGenFramebuffers(1,&aaAuxFBO);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, aaAuxFBO);
    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, aaAuxTexture, 0);

    // Disable writes to the color buffer
    glDrawBuffer(GL_NONE);

    //Depth states
    glClearDepth(1.0f);
    glDepthFunc(GL_LEQUAL);


    //We use glScale when drawing the scene
    glEnable(GL_NORMALIZE);

// alguns settings para OpenGL
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_CULL_FACE);
    glEnable(GL_TEXTURE_2D);

    glBindTexture(GL_TEXTURE_2D,0);
}