Esempio n. 1
0
// Calc DC for complex numbers in 4 SignalBlocks, divided by 4
SORA_EXTERN_C
HRESULT BB11BGetAccurateDCOffset(
    IN PSORA_RADIO_RX_STREAM        pRxStream,
    OUT vcs &                       dcOffset,
    OUT ULONG *                     pDescCount, 
    OUT FLAG *                      touched)
{
    int dcReSum = 0, dcImSum = 0;
    HRESULT hr = S_OK;
    ULONG count;

    SignalBlock block;
    for (count = 0; count < 4; count++)
    {
        hr = SoraRadioReadRxStream(pRxStream, touched, block);
        FAILED_BREAK(hr);

        dcOffset = SoraCalcDC(block);

        dcReSum += dcOffset[0].re;
        dcImSum += dcOffset[0].im;
    }
    
    *pDescCount += count;
    dcOffset[0].re = (short)(dcReSum >> 2);
    dcOffset[0].im = (short)(dcImSum >> 2);
    set_all(dcOffset, dcOffset[0]);
    return hr;
}
Esempio n. 2
0
/*
==================
==================
*/
void Process_Fragment_4x4(

	__int32 w_seed[2],
	__int32 i_tile_in,
	__int32 i_buffer_in,
	const unsigned __int32 coverage_mask,
	raster_output_& raster_output,
	shader_input_& shader_input
) {

	const __int32 i_buffer = i_buffer_in + (i_tile_in * 4 * 4);

	__m128i bazza[3][4];

	for (__int32 i_edge = 0; i_edge < 2; i_edge++) {
		__m128i w_row = set_all(w_seed[i_edge]);
		bazza[i_edge][0] = w_row + load_u(raster_output.reject_table[0][i_edge][0]);
		bazza[i_edge][1] = w_row + load_u(raster_output.reject_table[0][i_edge][1]);
		bazza[i_edge][2] = w_row + load_u(raster_output.reject_table[0][i_edge][2]);
		bazza[i_edge][3] = w_row + load_u(raster_output.reject_table[0][i_edge][3]);
	}

	pixel_shader(i_buffer, coverage_mask, bazza, shader_input);

	const __int32 i_buffer_depth_4x4 = i_buffer / (4 * 4);
	const __int32 i_buffer_depth_16x16 = i_buffer / (16 * 16);
	const __int32 i_buffer_depth_64x64 = i_buffer / (64 * 64);
	shader_input.depth_tiles_4x4[i_buffer_depth_4x4] = shader_input.z_max;
	shader_input.tile_mask_16x16 |= one_bit_64 << i_buffer_depth_16x16;
	shader_input.tile_mask_64x64 |= one_bit_64 << i_buffer_depth_64x64;
}
Esempio n. 3
0
 /**
  * @brief Constructor that takes a size and an optional bool value to initialize the Bitvector,
  * false by default.
  */
 Bitvector (const size_t size, const bool initial_value = false)
     : size_(size)
 {
     // reserve enough bits, and init them.
     data_.resize( (size / IntSize) + (size % IntSize == 0 ? 0 : 1) );
     set_all(initial_value);
 }
Esempio n. 4
0
void fade(void)
{
    clear();

    int fade=0;
    for (fade=0; fade<255; fade++)
    {
        printf("%d\n", fade);
        set_all(fade,fade,fade);
        sleep(.2);
    }
    for (fade=254; fade>-1; fade--)
    {
        printf("%d\n", fade);
        set_all(fade, fade,fade);
        sleep(.2);
    }
}
Esempio n. 5
0
inline void IsingLattice::initialize(){
	// initialize the grid (all up)
	set_all(spin_up);
	
	m_total_magnetization = Nx() * Ny() * Nz(); // initial total magnetization = number of sites
	// As the energy of this initial configuration is the lowest possible for the system anyway,
	// it is conveniant to just set it to zero:
	m_total_energy = 0;
}
Esempio n. 6
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void StimulusGroup::set_active_pattern(unsigned int i)
{
	stringstream oss;
	oss << "StimulusGroup:: Setting active pattern " << i ;
	logger->msg(oss.str(),DEBUG);

	set_all( 0.0 );
	if ( i < stimuli.size() ) {
		set_pattern_activity(i);
	}
	redraw();
}
Esempio n. 7
0
void StimulusGroup::init(string filename, StimulusGroupModeType stimulusmode, string outputfile, AurynFloat baserate)
{
	sys->register_spiking_group(this);
	ttl = new AurynTime [get_rank_size()];
	activity = new AurynFloat [get_rank_size()];
	set_baserate(baserate);
	poisson_gen.seed(162346*communicator->rank());
	

	mean_off_period = 1.0 ;
	mean_on_period = 0.2 ;
	stimulus_order = stimulusmode ;

	stimulus_active = false ;
	set_all( 0.0 ); 

	scale = 2.0;
	randomintervals = true;

	binary_patterns = false;

	if ( !outputfile.empty() ) 
	{
		tiserfile.open(outputfile.c_str(),ios::out);
		if (!tiserfile) {
		  stringstream oss;
		  oss << "StimulusGroup:: Can't open output file " << filename;
		  logger->msg(oss.str(),ERROR);
		  exit(1);
		}
		tiserfile.setf(ios::fixed);
		// tiserfile.precision(5); 
	}

	stringstream oss;
	oss << "StimulusGroup:: In mode " << stimulus_order;
	logger->msg(oss.str(),NOTIFICATION);

	cur_stim_index = 0;
	next_action_time = 0;
	active = true;
	off_pattern = -1;

	load_patterns(filename);
}
Esempio n. 8
0
/*
==================
==================
*/
void Process_Fragment_64x64(

	__int32 w_seed[2],
	__int32 i_buffer_in,
	const unsigned __int32 coverage_mask,
	raster_output_& raster_output,
	shader_input_& shader_input
) {

	__int32 w_table[2][4 * 4];
	for (__int32 i_edge = 0; i_edge < 2; i_edge++) {
		__m128i temp[4];

		__m128i w_row = set_all(w_seed[i_edge]);
		temp[0] = w_row + load_u(raster_output.reject_table[2][i_edge][0]);
		temp[1] = w_row + load_u(raster_output.reject_table[2][i_edge][1]);
		temp[2] = w_row + load_u(raster_output.reject_table[2][i_edge][2]);
		temp[3] = w_row + load_u(raster_output.reject_table[2][i_edge][3]);

		store_u(temp[0], w_table[i_edge] + (0 << 2));
		store_u(temp[1], w_table[i_edge] + (1 << 2));
		store_u(temp[2], w_table[i_edge] + (2 << 2));
		store_u(temp[3], w_table[i_edge] + (3 << 2));
	}

	for (__int32 i_tile = 0; i_tile < 16; i_tile++) {

		__int32 w_tile[2];
		w_tile[0] = w_table[0][i_tile];
		w_tile[1] = w_table[1][i_tile];

		Process_Fragment_16x16(

			w_tile,
			i_tile,
			i_buffer_in,
			coverage_mask,
			raster_output,
			shader_input
		);
	}
}
Esempio n. 9
0
void RealMatrix::identity(void)
{
    set_all(0.0);
    for(int i=0; i<n && i<m; ++i)
        operator()(i,i) = 1.0;
}
Esempio n. 10
0
/*
==================
==================
*/
void pixel_shader(

	const unsigned __int32 i_buffer,
	const unsigned __int32 coverage_mask,
	const __m128i bazza[3][4],
	shader_input_& shader_input
) {

	static const __m128 zero = set_zero();
	static const __m128 half = set_all(0.5f);
	static const __m128 one = set_all(1.0f);
	static const __m128 two = one + one;
	static const __m128 three = two + one;
	static const __m128i zero_int = set_zero_si128();
	static const __m128 colour_clamp = broadcast(load_s(255.0f));


	unsigned __int32 depth_mask = 0x0;

	__m128 w_screen[2][4];
	w_screen[0][0] = convert_float(bazza[0][0]) * shader_input.r_area;
	w_screen[0][1] = convert_float(bazza[0][1]) * shader_input.r_area;
	w_screen[0][2] = convert_float(bazza[0][2]) * shader_input.r_area;
	w_screen[0][3] = convert_float(bazza[0][3]) * shader_input.r_area;

	w_screen[1][0] = convert_float(bazza[1][0]) * shader_input.r_area;
	w_screen[1][1] = convert_float(bazza[1][1]) * shader_input.r_area;
	w_screen[1][2] = convert_float(bazza[1][2]) * shader_input.r_area;
	w_screen[1][3] = convert_float(bazza[1][3]) * shader_input.r_area;

	__m128 z_screen[4];
	z_screen[0] = (shader_input.z_delta[X] * w_screen[0][0]) + (shader_input.z_delta[Y] * w_screen[1][0]) + shader_input.z_delta[Z];
	z_screen[1] = (shader_input.z_delta[X] * w_screen[0][1]) + (shader_input.z_delta[Y] * w_screen[1][1]) + shader_input.z_delta[Z];
	z_screen[2] = (shader_input.z_delta[X] * w_screen[0][2]) + (shader_input.z_delta[Y] * w_screen[1][2]) + shader_input.z_delta[Z];
	z_screen[3] = (shader_input.z_delta[X] * w_screen[0][3]) + (shader_input.z_delta[Y] * w_screen[1][3]) + shader_input.z_delta[Z];

	{
		//if (shader_input.is_test) {

		//	__m128 x = convert_float(set_all(shader_input.x));
		//	__m128 y = convert_float(set_all(shader_input.y));
		//	y += set_all(0.5f);
		//	x += set_all(0.5f);
		//	x += set(0.0f, 1.0f, 2.0f, 3.0f);

		//	__m128 y_block[4];
		//	y_block[0] = y;
		//	y_block[1] = y + one;
		//	y_block[2] = y + two;
		//	y_block[3] = y + three;

		//	__m128 z_interpolant[3];
		//	z_interpolant[X] = set_all(shader_input.depth_interpolants[X]);
		//	z_interpolant[Y] = set_all(shader_input.depth_interpolants[Y]);
		//	z_interpolant[Z] = set_all(shader_input.depth_interpolants[Z]);

		//	z_screen[0] = (z_interpolant[X] * x) + (z_interpolant[Y] * y_block[0]) + z_interpolant[Z];
		//	z_screen[1] = (z_interpolant[X] * x) + (z_interpolant[Y] * y_block[1]) + z_interpolant[Z];
		//	z_screen[2] = (z_interpolant[X] * x) + (z_interpolant[Y] * y_block[2]) + z_interpolant[Z];
		//	z_screen[3] = (z_interpolant[X] * x) + (z_interpolant[Y] * y_block[3]) + z_interpolant[Z];
		//}
	}

	__m128i pixel_mask[4];
	pixel_mask[0] = load_mask[(coverage_mask >> 0) & 0xf];
	pixel_mask[1] = load_mask[(coverage_mask >> 4) & 0xf];
	pixel_mask[2] = load_mask[(coverage_mask >> 8) & 0xf];
	pixel_mask[3] = load_mask[(coverage_mask >> 12) & 0xf];

	__m128 z_buffer[4];
	z_buffer[0] = load(shader_input.depth_buffer + i_buffer + 0);
	z_buffer[1] = load(shader_input.depth_buffer + i_buffer + 4);
	z_buffer[2] = load(shader_input.depth_buffer + i_buffer + 8);
	z_buffer[3] = load(shader_input.depth_buffer + i_buffer + 12);

	__m128i z_mask[4];
	z_mask[0] = (z_screen[0] > z_buffer[0]) & pixel_mask[0];
	z_mask[1] = (z_screen[1] > z_buffer[1]) & pixel_mask[1];
	z_mask[2] = (z_screen[2] > z_buffer[2]) & pixel_mask[2];
	z_mask[3] = (z_screen[3] > z_buffer[3]) & pixel_mask[3];


	depth_mask |= store_mask(z_mask[0]) << 0;
	depth_mask |= store_mask(z_mask[1]) << 4;
	depth_mask |= store_mask(z_mask[2]) << 8;
	depth_mask |= store_mask(z_mask[3]) << 12;


	__m128 z_write[4];
	z_write[0] = blend(z_screen[0], z_buffer[0], z_mask[0]);
	z_write[1] = blend(z_screen[1], z_buffer[1], z_mask[1]);
	z_write[2] = blend(z_screen[2], z_buffer[2], z_mask[2]);
	z_write[3] = blend(z_screen[3], z_buffer[3], z_mask[3]);

	{
		__m128 z_max;
		z_max = z_write[0];
		z_max = min_vec(z_write[1], z_max);
		z_max = min_vec(z_write[2], z_max);
		z_max = min_vec(z_write[3], z_max);

		__m128 z_out = z_max;
		z_max = rotate_left(z_max);
		z_out = min_vec(z_max, z_out);
		z_max = rotate_left(z_max);
		z_out = min_vec(z_max, z_out);
		z_max = rotate_left(z_max);
		z_out = min_vec(z_max, z_out);

		shader_input.z_max = store_s(z_out);
	}


	store(z_write[0], shader_input.depth_buffer + i_buffer + 0);
	store(z_write[1], shader_input.depth_buffer + i_buffer + 4);
	store(z_write[2], shader_input.depth_buffer + i_buffer + 8);
	store(z_write[3], shader_input.depth_buffer + i_buffer + 12);


	if (depth_mask == 0x0) {
		return;
	}


	__m128 screen_barry[2][4];
	screen_barry[0][0] = (w_screen[0][0] * shader_input.barycentric[0][X]) + (w_screen[1][0] * shader_input.barycentric[0][Y]) + shader_input.barycentric[0][Z];
	screen_barry[0][1] = (w_screen[0][1] * shader_input.barycentric[0][X]) + (w_screen[1][1] * shader_input.barycentric[0][Y]) + shader_input.barycentric[0][Z];
	screen_barry[0][2] = (w_screen[0][2] * shader_input.barycentric[0][X]) + (w_screen[1][2] * shader_input.barycentric[0][Y]) + shader_input.barycentric[0][Z];
	screen_barry[0][3] = (w_screen[0][3] * shader_input.barycentric[0][X]) + (w_screen[1][3] * shader_input.barycentric[0][Y]) + shader_input.barycentric[0][Z];

	screen_barry[1][0] = (w_screen[0][0] * shader_input.barycentric[1][X]) + (w_screen[1][0] * shader_input.barycentric[1][Y]) + shader_input.barycentric[1][Z];
	screen_barry[1][1] = (w_screen[0][1] * shader_input.barycentric[1][X]) + (w_screen[1][1] * shader_input.barycentric[1][Y]) + shader_input.barycentric[1][Z];
	screen_barry[1][2] = (w_screen[0][2] * shader_input.barycentric[1][X]) + (w_screen[1][2] * shader_input.barycentric[1][Y]) + shader_input.barycentric[1][Z];
	screen_barry[1][3] = (w_screen[0][3] * shader_input.barycentric[1][X]) + (w_screen[1][3] * shader_input.barycentric[1][Y]) + shader_input.barycentric[1][Z];

	__m128 r_depth[4];
	r_depth[0] = reciprocal(z_screen[0]);
	r_depth[1] = reciprocal(z_screen[1]);
	r_depth[2] = reciprocal(z_screen[2]);
	r_depth[3] = reciprocal(z_screen[3]);

	__m128 w_clip[2][4];
	w_clip[0][0] = screen_barry[0][0] * r_depth[0];
	w_clip[0][1] = screen_barry[0][1] * r_depth[1];
	w_clip[0][2] = screen_barry[0][2] * r_depth[2];
	w_clip[0][3] = screen_barry[0][3] * r_depth[3];

	w_clip[1][0] = screen_barry[1][0] * r_depth[0];
	w_clip[1][1] = screen_barry[1][1] * r_depth[1];
	w_clip[1][2] = screen_barry[1][2] * r_depth[2];
	w_clip[1][3] = screen_barry[1][3] * r_depth[3];

	__m128i colour_out[4];
	{
		const vertex4_* gradients = shader_input.gradients[ATTRIBUTE_COLOUR];

		__m128 red_float[4];
		red_float[0] = (gradients[R].x * w_clip[0][0]) + (gradients[R].y * w_clip[1][0]) + gradients[R].z;
		red_float[1] = (gradients[R].x * w_clip[0][1]) + (gradients[R].y * w_clip[1][1]) + gradients[R].z;
		red_float[2] = (gradients[R].x * w_clip[0][2]) + (gradients[R].y * w_clip[1][2]) + gradients[R].z;
		red_float[3] = (gradients[R].x * w_clip[0][3]) + (gradients[R].y * w_clip[1][3]) + gradients[R].z;

		__m128 green_float[4];
		green_float[0] = (gradients[G].x * w_clip[0][0]) + (gradients[G].y * w_clip[1][0]) + gradients[G].z;
		green_float[1] = (gradients[G].x * w_clip[0][1]) + (gradients[G].y * w_clip[1][1]) + gradients[G].z;
		green_float[2] = (gradients[G].x * w_clip[0][2]) + (gradients[G].y * w_clip[1][2]) + gradients[G].z;
		green_float[3] = (gradients[G].x * w_clip[0][3]) + (gradients[G].y * w_clip[1][3]) + gradients[G].z;

		__m128 blue_float[4];
		blue_float[0] = (gradients[B].x * w_clip[0][0]) + (gradients[B].y * w_clip[1][0]) + gradients[B].z;
		blue_float[1] = (gradients[B].x * w_clip[0][1]) + (gradients[B].y * w_clip[1][1]) + gradients[B].z;
		blue_float[2] = (gradients[B].x * w_clip[0][2]) + (gradients[B].y * w_clip[1][2]) + gradients[B].z;
		blue_float[3] = (gradients[B].x * w_clip[0][3]) + (gradients[B].y * w_clip[1][3]) + gradients[B].z;

		red_float[0] = min_vec(max_vec(red_float[0], zero), colour_clamp);
		red_float[1] = min_vec(max_vec(red_float[1], zero), colour_clamp);
		red_float[2] = min_vec(max_vec(red_float[2], zero), colour_clamp);
		red_float[3] = min_vec(max_vec(red_float[3], zero), colour_clamp);

		green_float[0] = min_vec(max_vec(green_float[0], zero), colour_clamp);
		green_float[1] = min_vec(max_vec(green_float[1], zero), colour_clamp);
		green_float[2] = min_vec(max_vec(green_float[2], zero), colour_clamp);
		green_float[3] = min_vec(max_vec(green_float[3], zero), colour_clamp);

		blue_float[0] = min_vec(max_vec(blue_float[0], zero), colour_clamp);
		blue_float[1] = min_vec(max_vec(blue_float[1], zero), colour_clamp);
		blue_float[2] = min_vec(max_vec(blue_float[2], zero), colour_clamp);
		blue_float[3] = min_vec(max_vec(blue_float[3], zero), colour_clamp);

		__m128i red_int[4];
		red_int[0] = convert_int_trunc(red_float[0]);
		red_int[1] = convert_int_trunc(red_float[1]);
		red_int[2] = convert_int_trunc(red_float[2]);
		red_int[3] = convert_int_trunc(red_float[3]);

		__m128i green_int[4];
		green_int[0] = convert_int_trunc(green_float[0]);
		green_int[1] = convert_int_trunc(green_float[1]);
		green_int[2] = convert_int_trunc(green_float[2]);
		green_int[3] = convert_int_trunc(green_float[3]);

		__m128i blue_int[4];
		blue_int[0] = convert_int_trunc(blue_float[0]);
		blue_int[1] = convert_int_trunc(blue_float[1]);
		blue_int[2] = convert_int_trunc(blue_float[2]);
		blue_int[3] = convert_int_trunc(blue_float[3]);

		colour_out[0] = red_int[0] | (green_int[0] << 8) | (blue_int[0] << 16);
		colour_out[1] = red_int[1] | (green_int[1] << 8) | (blue_int[1] << 16);
		colour_out[2] = red_int[2] | (green_int[2] << 8) | (blue_int[2] << 16);
		colour_out[3] = red_int[3] | (green_int[3] << 8) | (blue_int[3] << 16);
	}

	float4_ u_table[4];
	float4_ v_table[4];


	{
		const vertex4_* gradients = shader_input.gradients[ATTRIBUTE_TEXCOORD];

		__m128 u_axis[4];
		u_axis[0] = (gradients[U].x * w_clip[0][0]) + (gradients[U].y * w_clip[1][0]) + gradients[U].z;
		u_axis[1] = (gradients[U].x * w_clip[0][1]) + (gradients[U].y * w_clip[1][1]) + gradients[U].z;
		u_axis[2] = (gradients[U].x * w_clip[0][2]) + (gradients[U].y * w_clip[1][2]) + gradients[U].z;
		u_axis[3] = (gradients[U].x * w_clip[0][3]) + (gradients[U].y * w_clip[1][3]) + gradients[U].z;

		__m128 v_axis[4];
		v_axis[0] = (gradients[V].x * w_clip[0][0]) + (gradients[V].y * w_clip[1][0]) + gradients[V].z;
		v_axis[1] = (gradients[V].x * w_clip[0][1]) + (gradients[V].y * w_clip[1][1]) + gradients[V].z;
		v_axis[2] = (gradients[V].x * w_clip[0][2]) + (gradients[V].y * w_clip[1][2]) + gradients[V].z;
		v_axis[3] = (gradients[V].x * w_clip[0][3]) + (gradients[V].y * w_clip[1][3]) + gradients[V].z;

		store_u(u_axis[0], u_table[0].f);
		store_u(u_axis[1], u_table[1].f);
		store_u(u_axis[2], u_table[2].f);
		store_u(u_axis[3], u_table[3].f);

		store_u(v_axis[0], v_table[0].f);
		store_u(v_axis[1], v_table[1].f);
		store_u(v_axis[2], v_table[2].f);
		store_u(v_axis[3], v_table[3].f);
	}

	const texture_handler_& texture_handler = *shader_input.texture_handler;

	float2_ du;
	du.x = (u_table[0].f[3] - u_table[0].f[0]) * (float)texture_handler.width;
	du.y = (u_table[3].f[0] - u_table[0].f[0]) * (float)texture_handler.width;

	float2_ dv;
	dv.x = (v_table[0].f[3] - v_table[0].f[0]) * (float)texture_handler.height;
	dv.y = (v_table[3].f[0] - v_table[0].f[0]) * (float)texture_handler.height;

	float area = abs((du.x * dv.y) - (du.y * dv.x))  * shader_input.mip_level_bias;
	unsigned long area_int = 1 + (unsigned long)(area + 0.5f);
	__int32 i_mip_floor;
	_BitScanReverse((unsigned long*)&i_mip_floor, area_int);

	i_mip_floor = max(i_mip_floor, 0);
	i_mip_floor = min(i_mip_floor, texture_handler.n_mip_levels - 1);

	const __int32 width = texture_handler.width >> i_mip_floor;
	const __int32 height = texture_handler.height >> i_mip_floor;
	const __int32 shift = texture_handler.width_shift - i_mip_floor;

	const __m128i texture_width_int = set_all(width);
	const __m128 texture_width = convert_float(set_all(width));
	const __m128 texture_height = convert_float(set_all(height));
	const __m128i width_clamp = set_all(width - 1);
	const __m128i height_clamp = set_all(height - 1);
	const __m128i width_shift = load_s(shift);

	__m128i tex_out[4];
	{
		__m128 u_axis[4];
		u_axis[0] = (load_u(u_table[0].f) * texture_width); // - half;
		u_axis[1] = (load_u(u_table[1].f) * texture_width); // - half;
		u_axis[2] = (load_u(u_table[2].f) * texture_width); // - half;
		u_axis[3] = (load_u(u_table[3].f) * texture_width); // - half;

		__m128 v_axis[4];
		v_axis[0] = (load_u(v_table[0].f) * texture_height); // - half;
		v_axis[1] = (load_u(v_table[1].f) * texture_height); // - half;
		v_axis[2] = (load_u(v_table[2].f) * texture_height); // - half;
		v_axis[3] = (load_u(v_table[3].f) * texture_height); // - half;

		__m128i u_int[4];
		u_int[0] = convert_int_trunc(u_axis[0]);
		u_int[1] = convert_int_trunc(u_axis[1]);
		u_int[2] = convert_int_trunc(u_axis[2]);
		u_int[3] = convert_int_trunc(u_axis[3]);

		__m128i v_int[4];
		v_int[0] = convert_int_trunc(v_axis[0]);
		v_int[1] = convert_int_trunc(v_axis[1]);
		v_int[2] = convert_int_trunc(v_axis[2]);
		v_int[3] = convert_int_trunc(v_axis[3]);

		u_int[0] = max_vec(min_vec(u_int[0], width_clamp), zero_int);
		u_int[1] = max_vec(min_vec(u_int[1], width_clamp), zero_int);
		u_int[2] = max_vec(min_vec(u_int[2], width_clamp), zero_int);
		u_int[3] = max_vec(min_vec(u_int[3], width_clamp), zero_int);

		v_int[0] = max_vec(min_vec(v_int[0], height_clamp), zero_int);
		v_int[1] = max_vec(min_vec(v_int[1], height_clamp), zero_int);
		v_int[2] = max_vec(min_vec(v_int[2], height_clamp), zero_int);
		v_int[3] = max_vec(min_vec(v_int[3], height_clamp), zero_int);


		__m128i i_texels[4];
		i_texels[0] = u_int[0] + (v_int[0] * texture_width_int);
		i_texels[1] = u_int[1] + (v_int[1] * texture_width_int);
		i_texels[2] = u_int[2] + (v_int[2] * texture_width_int);
		i_texels[3] = u_int[3] + (v_int[3] * texture_width_int);

		__int32 i_texels_in[4][4];
		store_u(i_texels[0], i_texels_in[0]);
		store_u(i_texels[1], i_texels_in[1]);
		store_u(i_texels[2], i_texels_in[2]);
		store_u(i_texels[3], i_texels_in[3]);

		unsigned __int32 texels_out[4][4];
		texels_out[0][0] = texture_handler.texture[i_mip_floor][i_texels_in[0][0]];
		texels_out[0][1] = texture_handler.texture[i_mip_floor][i_texels_in[0][1]];
		texels_out[0][2] = texture_handler.texture[i_mip_floor][i_texels_in[0][2]];
		texels_out[0][3] = texture_handler.texture[i_mip_floor][i_texels_in[0][3]];

		texels_out[1][0] = texture_handler.texture[i_mip_floor][i_texels_in[1][0]];
		texels_out[1][1] = texture_handler.texture[i_mip_floor][i_texels_in[1][1]];
		texels_out[1][2] = texture_handler.texture[i_mip_floor][i_texels_in[1][2]];
		texels_out[1][3] = texture_handler.texture[i_mip_floor][i_texels_in[1][3]];

		texels_out[2][0] = texture_handler.texture[i_mip_floor][i_texels_in[2][0]];
		texels_out[2][1] = texture_handler.texture[i_mip_floor][i_texels_in[2][1]];
		texels_out[2][2] = texture_handler.texture[i_mip_floor][i_texels_in[2][2]];
		texels_out[2][3] = texture_handler.texture[i_mip_floor][i_texels_in[2][3]];

		texels_out[3][0] = texture_handler.texture[i_mip_floor][i_texels_in[3][0]];
		texels_out[3][1] = texture_handler.texture[i_mip_floor][i_texels_in[3][1]];
		texels_out[3][2] = texture_handler.texture[i_mip_floor][i_texels_in[3][2]];
		texels_out[3][3] = texture_handler.texture[i_mip_floor][i_texels_in[3][3]];

		tex_out[0] = load_u(texels_out[0]);
		tex_out[1] = load_u(texels_out[1]);
		tex_out[2] = load_u(texels_out[2]);
		tex_out[3] = load_u(texels_out[3]);
	}

	__m128i colour_buffer[4];
	colour_buffer[0] = load(shader_input.colour_buffer + i_buffer + 0);
	colour_buffer[1] = load(shader_input.colour_buffer + i_buffer + 4);
	colour_buffer[2] = load(shader_input.colour_buffer + i_buffer + 8);
	colour_buffer[3] = load(shader_input.colour_buffer + i_buffer + 12);

	colour_buffer[0] = _mm_andnot_si128(z_mask[0], colour_buffer[0]);
	colour_buffer[1] = _mm_andnot_si128(z_mask[1], colour_buffer[1]);
	colour_buffer[2] = _mm_andnot_si128(z_mask[2], colour_buffer[2]);
	colour_buffer[3] = _mm_andnot_si128(z_mask[3], colour_buffer[3]);

	colour_buffer[0] = add_uint8_saturate(colour_buffer[0], colour_out[0] & z_mask[0]);
	colour_buffer[1] = add_uint8_saturate(colour_buffer[1], colour_out[1] & z_mask[1]);
	colour_buffer[2] = add_uint8_saturate(colour_buffer[2], colour_out[2] & z_mask[2]);
	colour_buffer[3] = add_uint8_saturate(colour_buffer[3], colour_out[3] & z_mask[3]);

	colour_buffer[0] = add_uint8_saturate(colour_buffer[0], tex_out[0] & z_mask[0]);
	colour_buffer[1] = add_uint8_saturate(colour_buffer[1], tex_out[1] & z_mask[1]);
	colour_buffer[2] = add_uint8_saturate(colour_buffer[2], tex_out[2] & z_mask[2]);
	colour_buffer[3] = add_uint8_saturate(colour_buffer[3], tex_out[3] & z_mask[3]);

	store(colour_buffer[0], shader_input.colour_buffer + i_buffer + 0);
	store(colour_buffer[1], shader_input.colour_buffer + i_buffer + 4);
	store(colour_buffer[2], shader_input.colour_buffer + i_buffer + 8);
	store(colour_buffer[3], shader_input.colour_buffer + i_buffer + 12);
}
Esempio n. 11
0
void test_bitmap_set_all(opal_bitmap_t *bm)
{
    int result = set_all(bm);
    TEST_AND_REPORT(result, 0, " error in opal_bitmap_set_ala_bitsl");
}
Esempio n. 12
0
int main(int argc, char* argv[])
{

 	#ifdef __linux__
 	struct sigaction sig_struct;
	sig_struct.sa_handler = sig_handler;
	sig_struct.sa_flags = 0;
	sigemptyset(&sig_struct.sa_mask);

	if (sigaction(SIGINT, &sig_struct, NULL) == -1)
    {
		cout << "Problem with sigaction" << endl;
		exit(1);
	}
	#endif // __linux__


/// ===    File read needed if moving something from PC to here
//    myFP = fopen(netname, "a+");
//    if(myFP == NULL)
//        {
//        cout<<"ERROR opening"<<endl;
//        exit(1);
//        }
//    fread(read_buf, 1, 100, myFP);
//    int buffersize = strlen(read_buf);
//    fclose(myFP);
//    cout<<"read the file: "<<read_buf<<endl;
// =============================================================

    int lcdp=lcd_open();
    int adcp=ADS1015_Init("/dev/i2c-1");

    PCA9685 myPCA={0x40, 0, 69, 0, 0, 0x11, 0x4, 50, 0x79,}; // control structure
    myPCA.file=PCA_Init("/dev/i2c-1");
    PCA9685_start(myPCA.file);

    //adcresult=read_convert_register(adcp);
    //sprintf(dis_buf, "ADC: %6.3f V", adcresult);
    //lcd_write(dis_buf);


	lcd_write("Hello from Steve's\nLCD stuff");
	lcd_clear();
	get_NIST();

	mcp23s17_enable_interrupts(GPIO_INTERRUPT_PIN);
	//mcp23s17_enable_interrupts(SW_GPIO_INTERRUPT_PIN);

	cout.setf(ios::fixed);
	//=== SET CURRENT TIME ==========================
	struct tm *newtime;								//--- for time now
	time_t long_time;								//--- Get time as long integer.
	double DeltaT=0.0;								//--- time since is in minutes

	Observer PLACENTIA={"Yorba Linda",Rad(33.909),Rad(-117.782),30.0,0};
	//Observer PHILLY={"Philly",Rad(40.0),Rad(-75.0),0.0,0};
	double sdctime;
	SATELSET Eset;
	SATPOS satpos;
	//ELLIPSE myEllipse;
	//double SP,JDG,E2JD,JDN;
	double JDG,E2JD,JDN;
	VectorIJK test,test1;           //ptest;
	//VectLook testlook;
	SATSUB SB;

	clock_t goal;
	clock_t wait=(clock_t)2 * CLOCKS_PER_SEC;       // change the 2 for update rate, 2= about 2 seconds

	Read_TLE(argv[1], Eset);                        // read the 2 line data

	do
	{
		time( &long_time );
		newtime=gmtime( &long_time );                   // time, expressed as a UTC time, GMT timezone
		JDN=JD_Now(newtime);							//--- JD based on system clock as GMT
		JDG=ThetaG_JD(JDN);								//--- in radians
		E2JD=Epoch2JD(Eset.iEpochYear,Eset.dEpochDay);	//--- JD based on TLE epoch
		double local_time=0.0;
		double test_time=0.0;

        local_time=newtime->tm_yday+1+(newtime->tm_hour+(newtime->tm_min+newtime->tm_sec/60.0)/60.0)/24.0;
        test_time=local_time-Eset.dEpochDay;
        //cout<<"test_time delta days "<<test_time<<endl;
        test_time*=1440.0;
        //cout<<"test_time delta minutes "<<test_time<<endl;

/**************************************
 local_time minus Eset.dEpochDay matches JDN-E2JD.
 And is easier to check and calculate and no need for
 all the JD and JD0 code.
*************************************/
		sdctime=JDN-E2JD;								//--- delta days
		sdctime*=1440.0;                                // delta minutes
		//sdctime=fmod(sdctime,60);
        //cout<<"Current sdctime "<<sdctime<<endl;

		DeltaT=sdctime;

        //satpos=SatPos(DeltaT, &Eset);				    //--- get satellite position
		satpos=clean_SatPos(DeltaT, &Eset);

		cout<<"=====Satellite ECI position============================\n"<<satpos;

		test=Obs_Position(PLACENTIA,JDG);				//--- get observer position
		//test1=Obs_to_ECI(PHILLY,JDG);                 //-- test data from TS Kelso
		test1=Obs_to_ECI(PLACENTIA,JDG);
		testlook=LookAngles(satpos, PLACENTIA,JDG);		//--- get look angles
		SB= SatSubPoint(satpos,JDG);

		cout<<"=====Observer ECI====================\n"<<test1;
		cout<<"=====Observer Look angles============\n"<<testlook; // for antenna tracker
		cout<<"=====Sat Sub Point===================\n"<<SB;



/// used before
    //int s_count=read_convert_register_count(adcp);
    //set_count(myPCA.file, 0, 5, s_count); // file channel, start count, end count




/// LCD setup and stuff

    adcresult=read_convert_register_volts(adcp);
    sprintf(dis_buf, "ADC: %6.3f V", adcresult);
    lcd_write(dis_buf);

    /// aztovolts is the target reference position
    double aztovolts = (Deg(testlook.AZ)) * (3.2/360.0);

    /// wtf is the difference of the pot input, adcresults, and reference
    double wtf = aztovolts - adcresult; /// double - float

    printf("\nVOLTS ADC: %6.3f V\n",adcresult);
    printf("AZ Degrees: %6.3f \n",Deg(testlook.AZ));
    printf("AZ to volts: %6.3f V\n",aztovolts);
    printf("DELTA: %6.3f \n",wtf);

    /**
    volts   0       1.6     3.2
    count   200     320     450
            max left    no motion   max right
            1 ms    1.5 ms  2ms
            50 hz timing
    **/

    /// for applying delta Vin
    //float PCAcount = (wtf*80)+320;   ///this is for  0 - 3.2 Vin
    float PCAcount = (wtf*80)+300;   ///this is for  0 - 3.2 Vin, 340 from measurements

    if(wtf< -1.25)
        PCAcount = 240;
    else if(wtf> 1.25)
            PCAcount = 425;


    //set_count(myPCA.file, 0, 5, PCAcount); // file channel, start count, end count
    set_count(myPCA.file, 0, 1, PCAcount); // file channel, start count, end count
    //set_count(myPCA.file, 1, 1, PCAcount); // file channel, start count, end count

    printf("MOTOR count: %6.3f \n",PCAcount);



//#define TRACK 0
//#define LOCATION 1
//#define SATDATA 2
//#define NIST 3

    if(display_count < 5)
    {
        display_control(TRACK, PLACENTIA, SB, Eset, testlook);
        display_count++;
        LED_off(GPIO_INTERRUPT_PIN);
    }
    else
    {
        display_control(LOCATION, PLACENTIA, SB, Eset, testlook);
        display_count++;
        LED_on(GPIO_INTERRUPT_PIN);
    }

    if(display_count > 10)
    {
        display_count = 0;
	}

        /**
            ====================
            Look angles:visible
            AZ:123456 EL:123456
            Sat LAT/LONG
            LT:123456 LG:123456
            ====================
            Location Yorba Linda
            LT:123456 LG:123456
            Range: 123456

            ====================
            Tracking:ISS (ZARYA)
            Incl:12345
            MM: 123456
            MA: 123456

        **/
/// LCD done

		goal = wait + clock();
		while( goal > clock() );

        #ifdef __linux__
        if(ctrl_c_pressed)
            {
                cout << "Ctrl^C Pressed" << endl;
                cout << "unexporting pins" << endl;
                //gpio26->unexport_gpio();
                //gpio16->unexport_gpio();
                mcp23s17_disable_interrupts(GPIO_INTERRUPT_PIN);
                //mcp23s17_disable_interrupts(SW_GPIO_INTERRUPT_PIN);

                cout << "deallocating GPIO Objects" << endl;
                //delete gpio26;
                //gpio26 = 0;
                //delete gpio16;
                //gpio16 =0;
                break;

            }
        #endif // __linux__
	}

	#ifdef __linux__
    	while(1);
    #elif _WIN32
        while(!(_kbhit()));
    #else
    #endif

	//while(1);
    //while(!(_kbhit()));

		//pthread_exit(NULL);
		set_all(myPCA.file, 0, 0);      /// kill the servos
		lcd_close();                    /// kill the LCD

	return 0;
}
Esempio n. 13
0
int check_record(struct database *db, struct Table* theTable, char* key, char predicate_name[MAX_COLUMNS_PER_TABLE][MAX_COLNAME_LEN+1], char predicate_value[MAX_COLUMNS_PER_TABLE][MAX_STRTYPE_SIZE+1], char*return_string)
{

int i = 0;
while(predicate_name[i][0] != '\0')
{
	printf("Column %d: %s\n Value %d: %s\n", i, predicate_name[i], i, predicate_value[i]);
	i++;
}

	//check if out of order
	int pn_cnt = 0;
	int cn_cnt = 0;
	while(predicate_name[pn_cnt][0] != '\0')
	{
		while(theTable->col_names[cn_cnt][0] != '\0')
		{
			if(strcmp(predicate_name[pn_cnt], theTable->col_names[cn_cnt]) == 0)
			{
				cn_cnt++;
				break;
			}
			cn_cnt++;
		}
		if(theTable->col_names[cn_cnt][0] == '\0')
		{
			pn_cnt++;
			if(predicate_name[pn_cnt][0] != '\0')
			{
				strcpy(return_string, "E INVALID_PARAM");
				return -3;
			}
			if (predicate_name[pn_cnt][0] == '\0')
			{
				if(strcmp(predicate_name[pn_cnt-1], theTable->col_names[cn_cnt-1]) != 0)
				{
					strcpy(return_string, "E INVALID_PARAM");
					return -3;
				}
			}
		}
		pn_cnt++;
	}

	int predicate_names_cnt = 0;
	return_string[0] = 'S';
	return_string[1] = '\0';
	int found = 0;
	while(predicate_name[predicate_names_cnt][0] != '\0')
	{
printf("WHAT IS THE PREDICATE NAME? :%s\n",predicate_name[predicate_names_cnt] );
		int col_names_cnt = 0;
		while(theTable->col_names[col_names_cnt][0] != '\0')
		{
printf("WHAT IS THE COL NAME? :%s\n",theTable->col_names[col_names_cnt] );
			if(strcmp(theTable->col_names[col_names_cnt], predicate_name[predicate_names_cnt]) == 0)
			{printf("AM HERE\n");
				found = 1;
				if(theTable->col_string_size[col_names_cnt] == 0)
				{
					int value_cnt = 0;
					if((predicate_value[predicate_names_cnt][value_cnt] == '+') ||(predicate_value[predicate_names_cnt][value_cnt] == '-'))
					{
						value_cnt++;
					}
					while(predicate_value[predicate_names_cnt][value_cnt] != '\0')
					{printf("AM HERE pnamecnt is %s\n", predicate_value[predicate_names_cnt]);
						if(isdigit(predicate_value[predicate_names_cnt][value_cnt]) == 0)
						{printf("AM HERE IS WRONG:%c:\n", predicate_value[predicate_names_cnt][value_cnt]);
							strcpy(return_string, "E INVALID_PARAM");
							return -3;
						}
						value_cnt++;
					}
					
				}
			}
			col_names_cnt++;
		}
		if(found == 0)
		{
			strcpy(return_string, "E INVALID_PARAM");
			return -3;
		}
		found = 0;
		predicate_names_cnt++;
	}
	
	int stat = set_all(db, theTable, key, predicate_name, predicate_value);	
	return stat;
}
Esempio n. 14
0
void WorkerDataArray<T>::clear() {
  set_all(0);
}
Esempio n. 15
0
void RealMatrix::one(void)
{
    set_all(1.0);
}
Esempio n. 16
0
/*
==================
==================
*/
void Vertex_Lighting(

	const __int32 n_triangles,
	const vertex_light_manager_& vertex_light_manager,
	const float4_ positions[4][3],
	float4_ colour[4][3]

) {

	static const float r_screen_scale_x = 1.0f / screen_scale_x;
	static const float r_screen_scale_y = 1.0f / screen_scale_y;
	const __m128 attenuation_factor = set_all(800.0f);
	const __m128 specular_scale = set_all(100.0f);
	const __m128 diffuse_scale = set_all(20.0f);

	const __m128 zero = set_all(0.0f);
	const __m128 one = set_all(1.0f);

	__m128 r_screen_scale[2];
	r_screen_scale[X] = set_all(r_screen_scale_x);
	r_screen_scale[Y] = set_all(r_screen_scale_y);
	__m128 screen_shift[2];
	screen_shift[X] = set_all(screen_shift_x);
	screen_shift[Y] = set_all(screen_shift_y);

	__m128 clip_space_position[3][4];
	__m128 vertex_colour[3][4];

	for (__int32 i_vertex = 0; i_vertex < 3; i_vertex++) {

		__m128 vertex_position[4];
		for (__int32 i_triangle = 0; i_triangle < n_triangles; i_triangle++) {
			vertex_position[i_triangle] = load_u(positions[i_triangle][i_vertex].f);
			vertex_colour[i_vertex][i_triangle] = load_u(colour[i_triangle][i_vertex].f);
		}
		Transpose(vertex_position);
		Transpose(vertex_colour[i_vertex]);

		__m128 depth = reciprocal(vertex_position[Z]);
		clip_space_position[i_vertex][X] = ((vertex_position[X] - screen_shift[X]) * r_screen_scale[X]) * depth;
		clip_space_position[i_vertex][Y] = ((vertex_position[Y] - screen_shift[Y]) * r_screen_scale[Y]) * depth;
		clip_space_position[i_vertex][Z] = depth;
	}

	__m128 a[3];
	a[X] = clip_space_position[1][X] - clip_space_position[0][X];
	a[Y] = clip_space_position[1][Y] - clip_space_position[0][Y];
	a[Z] = clip_space_position[1][Z] - clip_space_position[0][Z];

	__m128 b[3];
	b[X] = clip_space_position[2][X] - clip_space_position[0][X];
	b[Y] = clip_space_position[2][Y] - clip_space_position[0][Y];
	b[Z] = clip_space_position[2][Z] - clip_space_position[0][Z];


	__m128 normal[4];
	normal[X] = (a[Y] * b[Z]) - (a[Z] * b[Y]);
	normal[Y] = (a[Z] * b[X]) - (a[X] * b[Z]);
	normal[Z] = (a[X] * b[Y]) - (a[Y] * b[X]);

	__m128 mag = (normal[X] * normal[X]) + (normal[Y] * normal[Y]) + (normal[Z] * normal[Z]);
	mag = _mm_rsqrt_ps(mag);
	normal[X] *= mag;
	normal[Y] *= mag;
	normal[Z] *= mag;

	for (__int32 i_light = 0; i_light < 1; i_light++) {


		for (__int32 i_vertex = 0; i_vertex < 3; i_vertex++) {


			__m128 light_position[3];
			__m128 light_colour[3];
			const float intensity = vertex_light_manager.light_sources[i_light].intensity;
			for (__int32 i_axis = X; i_axis < W; i_axis++) {

				light_position[i_axis] = set_all(vertex_light_manager.light_sources[i_light].position.f[i_axis]);
				light_colour[i_axis] = set_all(vertex_light_manager.light_sources[i_light].colour.f[i_axis] * intensity);
			}

			const __m128 extent = set_all(40.0f);
			__m128i is_valid = set_all(-1);
			is_valid &= (clip_space_position[i_vertex][X] - light_position[X]) < extent;
			is_valid &= (clip_space_position[i_vertex][Y] - light_position[Y]) < extent;
			is_valid &= (clip_space_position[i_vertex][Z] - light_position[Z]) < extent;

			light_position[X] = set_all(0.0f);
			light_position[Y] = set_all(0.0f);
			light_position[Z] = set_all(0.0f);

			light_colour[X] = set_all(100.0f);
			light_colour[Y] = set_all(100.0f);
			light_colour[Z] = set_all(100.0f);

			__m128 light_ray[3];
			light_ray[X] = clip_space_position[i_vertex][X] - light_position[X];
			light_ray[Y] = clip_space_position[i_vertex][Y] - light_position[Y];
			light_ray[Z] = clip_space_position[i_vertex][Z] - light_position[Z];

			__m128 mag = (light_ray[X] * light_ray[X]) + (light_ray[Y] * light_ray[Y]) + (light_ray[Z] * light_ray[Z]);
			mag = _mm_rsqrt_ps(mag);
			light_ray[X] *= mag;
			light_ray[Y] *= mag;
			light_ray[Z] *= mag;

			__m128 dot = (normal[X] * light_ray[X]) + (normal[Y] * light_ray[Y]) + (normal[Z] * light_ray[Z]);
			dot &= dot > zero;
			dot = (dot * dot) * mag;

			__m128 distance = set_zero();
			for (__int32 i_axis = X; i_axis < W; i_axis++) {
				__m128 d = light_position[i_axis] - clip_space_position[i_vertex][i_axis];
				distance += (d * d);
			}
			__m128 scalar = reciprocal(distance) * attenuation_factor;
			scalar = max_vec(scalar, zero);
			scalar = min_vec(scalar, one);

			for (__int32 i_channel = R; i_channel < A; i_channel++) {
				vertex_colour[i_vertex][i_channel] += dot * specular_scale * light_colour[i_channel];
				vertex_colour[i_vertex][i_channel] += mag * diffuse_scale * light_colour[i_channel];
			}
		}
	}
	for (__int32 i_vertex = 0; i_vertex < 3; i_vertex++) {
		Transpose(vertex_colour[i_vertex]);
		for (__int32 i_triangle = 0; i_triangle < n_triangles; i_triangle++) {
			store_u(vertex_colour[i_vertex][i_triangle], colour[i_triangle][i_vertex].f);
		}
	}


}
Esempio n. 17
0
void main_loop(void)
{
   char key;
   int paper_w, paper_h;
   long diff;

   if (!landscape) {
      paper_w = XLENG / shrink;
      paper_h = YLENG / shrink;
   } else {
      paper_w = YLENG / shrink;
      paper_h = XLENG / shrink;
   }
   set_all();
   XUndefineCursor(display, main_window);
   for (;;) {
      XNextEvent(display, &ev);
      switch (ev.type) {
      case Expose:
         if (ev.xexpose.count == 0)
            get_window_size();
         realize_part(ev.xexpose.x, ev.xexpose.y,
                      ev.xexpose.width, ev.xexpose.height,
                      ev.xexpose.x, ev.xexpose.y);
         break;
      case MappingNotify:
         /*      XRefreshKeyboardMapping(&ev);
          */
         XRefreshKeyboardMapping((XMappingEvent *) & ev);
         break;
         /*  case ConfigureNotify:
            get_window_size();
            shr_w = paper_w / window_w;
            shr_h = paper_h / window_h;
            shrink = (shr_w >= shr_h) ? shr_w :shr_h;
            rewind(stdin);
            plot();
            main_loop();

            origin_x += window_x;
            origin_y += window_y;
            realize();
            realize_part(origin_x, origin_y, window_w, window_h,
            origin_x, origin_y);
            origin_x = paper_w - xsh.width;
            origin_y = paper_h - xsh.height;
            origin_x += xsh.x;
            origin_y += xsh.y;
            break;
          */
      case MotionNotify:
         break;
      case ButtonPress:
         break;
      case KeyPress:
         get_window_size();
         XLookupString(&ev.xkey, &key, 1, NULL, NULL);
         switch (key) {
         case 'j':
            diff = paper_h - window_h;
            if (origin_y >= diff) {
               beep();
               break;
            }
            origin_y += window_h / 4;
            if (origin_y > diff)
               origin_y = diff;
            if (origin_y < 0)
               origin_y = 0;
            realize();
            continue;
            break;
         case 'k':
            if (origin_y <= 0) {
               beep();
               break;
            }
            origin_y -= window_h / 4;
            if (origin_y < 0)
               origin_y = 0;
            realize();
            continue;
            break;
         case 'l':
            diff = paper_w - window_w;
            if (origin_x >= diff) {
               beep();
               break;
            }
            origin_x += window_w / 4;
            if (origin_x > diff)
               origin_x = diff;
            if (origin_x < 0)
               origin_x = 0;
            realize();
            continue;
            break;
         case 'h':
            if (origin_x <= 0) {
               beep();
               break;
            }
            origin_x -= window_w / 4;
            if (origin_x < 0)
               origin_x = 0;
            realize();
            continue;
            break;
         case 'q':
         case '\003':          /*  control-C  */
         case '\004':          /*  control-D  */
            close_window();
            break;
         default:
            beep();
            break;
         }
         break;
      default:
         break;
      }
   }
}
Esempio n. 18
0
void StimulusGroup::evolve()
{
	if ( !active ) return;

	// detect and push spikes
	boost::exponential_distribution<> dist(BASERATE);
	boost::variate_generator<boost::mt19937&, boost::exponential_distribution<> > die(poisson_gen, dist);
	for ( NeuronID i = 0 ; i < get_rank_size() ; ++i )
	{
		if ( ttl[i] < sys->get_clock() && activity[i]>0.0 )
		{
			push_spike ( i );
			ttl[i] = sys->get_clock() + (AurynTime)((AurynFloat)die()/((activity[i]+base_rate)*dt));
		}
	}

	// update stimulus properties
	if ( sys->get_clock() >= next_action_time ) {
		write_sequence_file(dt*(sys->get_clock()));

		if ( stimulus_active ) {
			if ( off_pattern >= 0 ) {
				set_active_pattern( off_pattern ); // turn on "off-stimulus"
				cur_stim_index = off_pattern;
			} else
				set_all( 0.0 ); // turn off currently active stimulus 
			stimulus_active = false ;

			if ( randomintervals ) {
				boost::exponential_distribution<> dist(1./mean_off_period);
				boost::variate_generator<boost::mt19937&, boost::exponential_distribution<> > die(order_gen, dist);
				next_action_time = sys->get_clock() + (AurynTime)(max(0.0,die())/dt);
			} else {
				next_action_time = sys->get_clock() + (AurynTime)(mean_off_period/dt);
			}
		} else {
			if ( active ) {
				// choose stimulus
				switch ( stimulus_order ) {
					case MANUAL:
					break;
					case SEQUENTIAL:
						cur_stim_index = (cur_stim_index+1)%stimuli.size();
					break;
					case SEQUENTIAL_REV:
						--cur_stim_index;
						if ( cur_stim_index <= 0 ) 
							cur_stim_index = stimuli.size() - 1 ;
					break;
					case RANDOM:
					default:
						double draw = order_die();
						double cummulative = 0; // TODO make this less greedy and do not compute this every draw
						cur_stim_index = 0;
						// cout.precision(5);
						// cout << " draw " << draw <<  endl;
						for ( unsigned int i = 0 ; i < probabilities.size() ; ++i ) {
							cummulative += probabilities[i];
							// cout << cummulative << endl;
							if ( draw <= cummulative ) {
								cur_stim_index = i;
								break;
							}
						}
					break;
				}
				set_active_pattern( cur_stim_index );
				stimulus_active = true;

				if ( randomintervals ) {
					boost::normal_distribution<> dist(mean_on_period,mean_on_period/3);
					boost::variate_generator<boost::mt19937&, boost::normal_distribution<> > die(order_gen, dist);
					next_action_time = sys->get_clock() + (AurynTime)(max(0.0,die())/dt);
				} else {
					next_action_time = sys->get_clock() + (AurynTime)(mean_on_period/dt);
				}
			}
		}
		write_sequence_file(dt*(sys->get_clock()+1));
	}
}
Esempio n. 19
0
void WorkerDataArray<T>::reset() {
  set_all(uninitialized());
  if (_thread_work_items != NULL) {
    _thread_work_items->reset();
  }
}
Esempio n. 20
0
int main(void)
{
    if (init_serial())
    {
        printf("Could not open serial port!\n");
        return 1;
    }

    int count = 0;

    int SLEEP = 3;

    //sleep(5);

    while (1)
    {
        printf("set all\n");
        set_all(15,15,15);
        sleep(1);
        //continue;
        printf("row green\n");
        row_gradient_green();
        sleep(1);
        //continue;
        printf("set all\n");
        set_all(10,10,10);
        sleep(2);

        printf("Walk\n");
        walk();

        printf("Set all red\n");
        set_all(254,0,0);
        sleep(SLEEP);

        printf("Set all green\n");
        set_all(0,254,0);
        sleep(SLEEP);

        printf("Set all blue\n");
        set_all(0,0,254);
        sleep(SLEEP);

        printf("Set all red/blue\n");
        set_all(254,0,254);
        sleep(SLEEP);

        printf("Set all red/green\n");
        set_all(254,254,0);
        sleep(SLEEP);

        printf("Set all green/blue\n");
        set_all(0,254,254);
        sleep(SLEEP);

        printf("Set all white\n");
        set_all(254,254,254);
        sleep(SLEEP);

        printf("Loop cols\n");
        loop_cols();

        printf("Loop rows\n");
        loop_rows();

        printf("Fade\n");
        clear();
        fade();

        printf("Clear\n");
        clear();
        sleep(SLEEP);
    }

    return 0;
}
Esempio n. 21
0
/*
==================
==================
*/
void Process_Fragments(

	raster_output_& raster_output,
	shader_input_& shader_input
) {

	const __m128 zero = set_all(0.0f);

	shader_input.tile_mask_16x16 = 0x0;
	shader_input.tile_mask_64x64 = 0x0;

	//===============================================================================================

	{
		const __int32 n_fragments = raster_output.n_fragments[raster_output_::TRIVIAL_ACCEPT_64x64];
		for (__int32 i_fragment = 0; i_fragment < n_fragments; i_fragment++) {

			raster_fragment_& raster_fragment = raster_output.raster_fragment[raster_output_::TRIVIAL_ACCEPT_64x64][i_fragment];

			const __int32 i_buffer = raster_fragment.buffer_mask_packed >> 16;
			const unsigned __int32 coverage_mask = raster_fragment.buffer_mask_packed & 0xffff;

			Process_Fragment_64x64(

				raster_fragment.w,
				i_buffer,
				coverage_mask,
				raster_output,
				shader_input
			);
		}
	}
	//===============================================================================================
	{
		const __int32 n_fragments = raster_output.n_fragments[raster_output_::TRIVIAL_ACCEPT_16x16];
		for (__int32 i_fragment = 0; i_fragment < n_fragments; i_fragment++) {

			raster_fragment_& raster_fragment = raster_output.raster_fragment[raster_output_::TRIVIAL_ACCEPT_16x16][i_fragment];

			const __int32 i_buffer = raster_fragment.buffer_mask_packed >> 16;
			const unsigned __int32 coverage_mask = raster_fragment.buffer_mask_packed & 0xffff;

			Process_Fragment_16x16(

				raster_fragment.w,
				0,
				i_buffer,
				coverage_mask,
				raster_output,
				shader_input
			);
		}
	}
	//===============================================================================================
	{

		const __int32 n_fragments = raster_output.n_fragments[raster_output_::TRIVIAL_ACCEPT_4x4];
		for (__int32 i_fragment = 0; i_fragment < n_fragments; i_fragment++) {

			raster_fragment_& raster_fragment = raster_output.raster_fragment[raster_output_::TRIVIAL_ACCEPT_4x4][i_fragment];
			const __int32 i_buffer = raster_fragment.buffer_mask_packed >> 16;
			const unsigned __int32 coverage_mask = raster_fragment.buffer_mask_packed & 0xffff;
			Process_Fragment_4x4(raster_fragment.w, 0, i_buffer, coverage_mask, raster_output, shader_input);
		}
	}
	//===============================================================================================
	{
		//const __int32 start = raster_output_::MAX_FRAGMENTS - 1;
		//const __int32 end = raster_output.n_fragments[raster_output_::PARTIAL_ACCEPT_4x4];
		//for (__int32 i_fragment = start; i_fragment > end; i_fragment--) {


		//	raster_fragment_& raster_fragment = raster_output.raster_fragment[raster_output_::PARTIAL_ACCEPT_4x4][i_fragment];
		//	const __int32 i_buffer = raster_fragment.buffer_mask_packed >> 16;
		//	const unsigned __int32 coverage_mask = raster_fragment.buffer_mask_packed & 0xffff;
		//	Process_Fragment_4x4(raster_fragment.w, 0, i_buffer, coverage_mask, raster_output, shader_input);
		//}
	}
	//===============================================================================================
	{
		const __int32 n_fragments = raster_output.n_fragments_COMPLETE;
		__int32 n_depth_fragments = 0;
		for (__int32 i_fragment = 0; i_fragment < n_fragments; i_fragment++) {

			raster_fragment_complete_& raster_fragment = raster_output.raster_fragment_complete[i_fragment];
			const __int32 i_buffer = raster_fragment.buffer_mask_packed >> 16;
			const unsigned __int32 coverage_mask = raster_fragment.buffer_mask_packed & 0xffff;

			pixel_shader(i_buffer, coverage_mask, raster_fragment.bazza, shader_input);

			const __int32 i_buffer_depth_4x4 = i_buffer / (4 * 4);
			const __int32 i_buffer_depth_16x16 = i_buffer / (16 * 16);
			const __int32 i_buffer_depth_64x64 = i_buffer / (64 * 64);
			shader_input.depth_tiles_4x4[i_buffer_depth_4x4] = shader_input.z_max;
			shader_input.tile_mask_16x16 |= one_bit_64 << i_buffer_depth_16x16;
			shader_input.tile_mask_64x64 |= one_bit_64 << i_buffer_depth_64x64;
		}
	}
	//===============================================================================================
	{
		//printf_s(" %llu ", shader_input.tile_mask_16x16);

		__int64 n_tiles = _mm_popcnt_u64(shader_input.tile_mask_16x16);

		for (__int32 i_bit = 0; i_bit < n_tiles; i_bit++) {

			unsigned long i_tile_16x16;
			_BitScanForward64(&i_tile_16x16, shader_input.tile_mask_16x16);
			shader_input.tile_mask_16x16 ^= one_bit_64 << i_tile_16x16;

			const __int32 i_tile_4x4 = i_tile_16x16 * (4 * 4);

			__m128 depth_4x4[4];
			depth_4x4[0] = load_u(shader_input.depth_tiles_4x4 + i_tile_4x4 + (0 * 4));
			depth_4x4[1] = load_u(shader_input.depth_tiles_4x4 + i_tile_4x4 + (1 * 4));
			depth_4x4[2] = load_u(shader_input.depth_tiles_4x4 + i_tile_4x4 + (2 * 4));
			depth_4x4[3] = load_u(shader_input.depth_tiles_4x4 + i_tile_4x4 + (3 * 4));

			__m128 z_max;
			z_max = depth_4x4[0];
			z_max = min_vec(depth_4x4[1], z_max);
			z_max = min_vec(depth_4x4[2], z_max);
			z_max = min_vec(depth_4x4[3], z_max);

			__m128 z_out = z_max;
			z_max = rotate_left(z_max);
			z_out = min_vec(z_max, z_out);
			z_max = rotate_left(z_max);
			z_out = min_vec(z_max, z_out);
			z_max = rotate_left(z_max);
			z_out = min_vec(z_max, z_out);

			shader_input.depth_tiles_16x16[i_tile_16x16] = store_s(z_out);
		}
	}
	{
		__int64 n_tiles = _mm_popcnt_u64(shader_input.tile_mask_64x64);

		//printf_s(" %llu ", n_tiles);

		for (__int32 i_bit = 0; i_bit < n_tiles; i_bit++) {

			unsigned long i_tile_64x64;
			_BitScanForward64(&i_tile_64x64, shader_input.tile_mask_64x64);
			shader_input.tile_mask_64x64 ^= one_bit_64 << i_tile_64x64;

			const __int32 i_tile_16x16 = i_tile_64x64 * (4 * 4);

			__m128 depth_16x16[4];
			depth_16x16[0] = load_u(shader_input.depth_tiles_16x16 + i_tile_16x16 + (0 * 4));
			depth_16x16[1] = load_u(shader_input.depth_tiles_16x16 + i_tile_16x16 + (1 * 4));
			depth_16x16[2] = load_u(shader_input.depth_tiles_16x16 + i_tile_16x16 + (2 * 4));
			depth_16x16[3] = load_u(shader_input.depth_tiles_16x16 + i_tile_16x16 + (3 * 4));

			__m128 z_max;
			z_max = depth_16x16[0];
			z_max = min_vec(depth_16x16[1], z_max);
			z_max = min_vec(depth_16x16[2], z_max);
			z_max = min_vec(depth_16x16[3], z_max);

			__m128 z_out = z_max;
			z_max = rotate_left(z_max);
			z_out = min_vec(z_max, z_out);
			z_max = rotate_left(z_max);
			z_out = min_vec(z_max, z_out);
			z_max = rotate_left(z_max);
			z_out = min_vec(z_max, z_out);

			shader_input.depth_tiles_64x64[i_tile_64x64] = store_s(z_out);
		}
	}
}
Esempio n. 22
0
/****************************************************
EDIT_DATA
****************************************************/
void edit_data( object *root, int *choice, char *obj_name )
{
	char *l , ch[ 2 * MAX_ELEM_LENGTH ], ch1[ MAX_ELEM_LENGTH ];
	int i, counter, lag;
	object *first;

	cmd( "if {$tcl_platform(os) == \"Darwin\"} {set cwidth 9; set cbd 2 } {set cwidth 8; set cbd 2}" );

	Tcl_LinkVar( inter, "lag", ( char * ) &lag, TCL_LINK_INT );

	cmd( "if { ! [ info exists autoWidth ] } { set autoWidth 1 }" );
	cmd( "if { ! [ winfo exists .ini ] } { newtop .ini; showtop .ini topleftW 1 1 1 $hsizeI $vsizeI } { if { ! $autoWidth } { resizetop $hsizeI $vsizeI } }" );

	cmd( "set position 1.0" );
	in_edit_data = true;

	*choice = 0;
	while ( *choice == 0 )
	{
		// reset title and destroy command because may be coming from set_obj_number
		cmd( "settop .ini \"%s%s - LSD Initial Values Editor\" { set choice 1 }", unsaved_change() ? "*" : " ", simul_name  );

		first = root->search( obj_name );

		cmd( "frame .ini.b" );
		cmd( "set w .ini.b.tx" );
		cmd( "scrollbar .ini.b.ys -command \".ini.b.tx yview\"" );
		cmd( "scrollbar .ini.b.xs -command \".ini.b.tx xview\" -orient horizontal" );
		cmd( "text $w -yscrollcommand \".ini.b.ys set\" -xscrollcommand \".ini.b.xs set\" -wrap none" );
		cmd( ".ini.b.tx conf -cursor arrow" );
		
		strncpy( ch1, obj_name, MAX_ELEM_LENGTH - 1 );
		ch1[ MAX_ELEM_LENGTH - 1 ] = '\0';
		cmd( "label $w.tit_empty -width 32 -relief raised -text \"Object: %-17s \" -borderwidth 4", ch1 );
		cmd( "bind $w.tit_empty <Button-1> {set choice 4}" );
		
		if ( ! in_set_obj )				// show only if not already recursing
			cmd( "bind $w.tit_empty <Enter> {set msg \"Click to edit number of instances\"}" );
			
		cmd( "bind $w.tit_empty <Leave> {set msg \"\"}" );
		cmd( "$w window create end -window $w.tit_empty" );

		strcpy( ch, "" );
		i = 0;
		counter = 1;
		colOvflw = false;
		search_title( root, ch, &i, obj_name, &counter );
		cmd( "$w insert end \\n" );

		// explore the tree searching for each instance of such object and create:
		// - titles
		// - entry cells linked to the values
		
		set_focus = 0;
		link_data( root, obj_name );
		
		cmd( "pack .ini.b.ys -side right -fill y" );
		cmd( "pack .ini.b.xs -side bottom -fill x" );
		cmd( "pack .ini.b.tx -expand yes -fill both" );
		cmd( "pack .ini.b  -expand yes -fill both" );

		cmd( "label .ini.msg -textvariable msg" );
		cmd( "pack .ini.msg -pady 5" );

		cmd( "frame .ini.st" );
		cmd( "label .ini.st.err -text \"\"" );
		cmd( "label .ini.st.pad -text \"         \"" );
		cmd( "checkbutton .ini.st.aw -text \"Automatic width\" -variable autoWidth -command { set choice 5 }" );
		cmd( "pack .ini.st.err .ini.st.pad .ini.st.aw -side left" );
		cmd( "pack .ini.st -anchor e -padx 10 -pady 5" );

		cmd( "donehelp .ini boh { set choice 1 } { LsdHelp menudata_init.html }" );

		cmd( "$w configure -state disabled" );

		if ( set_focus == 1 )
		  cmd( "focus $initial_focus; $initial_focus selection range 0 end" );

		cmd( "bind .ini <KeyPress-Escape> {set choice 1}" );
		cmd( "bind .ini <F1> { LsdHelp menudata_init.html }" );

		// show overflow warning just once per configuration but always indicate
		if ( colOvflw )
		{
			cmd( ".ini.st.err conf -text \"OBJECTS NOT SHOWN! (> %d)\" -fg red", MAX_COLS );
			if ( ! iniShowOnce )
			{
				cmd( "update; tk_messageBox -parent .ini -type ok -title Warning -icon warning -message \"Too many objects to edit\" -detail \"LSD Initial Values editor can show only the first %d objects' values. Please use the 'Set All' button to define values for objects beyond those.\" ", MAX_COLS );
				iniShowOnce = true;
			}
		}

		noredraw:

		cmd( "if $autoWidth { resizetop .ini [ expr ( 40 + %d * ( $cwidth + 1 ) ) * [ font measure TkTextFont -displayof .ini 0 ] ] }", counter );

		// editor main command loop
		while ( ! *choice )
		{
			try
			{
				Tcl_DoOneEvent( 0 );
			}
			catch ( bad_alloc& ) 	// raise memory problems
			{
				throw;
			}
			catch ( ... )				// ignore the rest
			{
				goto noredraw;
			}
		}   

		// handle both resizing event and block object # setting while editing initial values
		if ( *choice == 5 || ( *choice == 4 && in_set_obj ) )		// avoid recursion
		{
			*choice = 0;
			goto noredraw;
		}

		// clean up

		strcpy( ch, "" );
		i = 0;
		clean_cell( root, ch, obj_name );
		cmd( "destroy .ini.b .ini.boh .ini.msg .ini.st" );


		if ( *choice == 2 )
		{
			l = ( char * ) Tcl_GetVar( inter, "var-S-A", 0 );
			strcpy( ch, l );
			
			*choice = 2;		// set data editor window parent
			set_all( choice, first, ch, lag );
			
			cmd( "bind .ini <KeyPress-Return> {}" );
			*choice = 0;
		}
		
		if ( *choice ==4 )
		{ 
			*choice = 0;
			set_obj_number( root, choice );
			*choice = 0;
		}
	}

	in_edit_data = false;

	Tcl_UnlinkVar( inter, "lag");
}
Esempio n. 23
0
/*
==================
==================
*/
void Vertex_Lighting_REM(

	const __int32 n_triangles,
	const vertex_light_manager_& vertex_light_manager,
	const float4_ positions[4][3],
	float4_ colour[4][3]

) {

	//const __int32 VERTEX_COLOUR = FIRST_ATTRIBUTE + 0;

	static const float r_screen_scale_x = 1.0f / screen_scale_x;
	static const float r_screen_scale_y = 1.0f / screen_scale_y;
	//const __m128 attenuation_factor = set_all(200.0f);
	//const __m128 attenuation_factor = set_all(800.0f);
	//const __m128 specular_scale = set_all(100.0f);
	//const __m128 diffuse_scale = set_all(20.0f);

	__m128 r_screen_scale[2];
	r_screen_scale[X] = set_all(r_screen_scale_x);
	r_screen_scale[Y] = set_all(r_screen_scale_y);
	__m128 screen_shift[2];
	screen_shift[X] = set_all(screen_shift_x);
	screen_shift[Y] = set_all(screen_shift_y);

	__m128 clip_space_position[3][4];
	//__m128 vertex_colour[3][4];

	float4_ new_position[4][3];
	for (__int32 i_vertex = 0; i_vertex < 3; i_vertex++) {

		__m128 vertex_position[4];
		for (__int32 i_triangle = 0; i_triangle < n_triangles; i_triangle++) {
			vertex_position[i_triangle] = load_u(positions[i_triangle][i_vertex].f);
			//vertex_colour[i_vertex][i_triangle] = load_u(colour[i_triangle][i_vertex].f);
		}
		Transpose(vertex_position);
		//Transpose(vertex_colour[i_vertex]);

		__m128 depth = reciprocal(vertex_position[Z]);
		clip_space_position[i_vertex][X] = ((vertex_position[X] - screen_shift[X]) * r_screen_scale[X]) * depth;
		clip_space_position[i_vertex][Y] = ((vertex_position[Y] - screen_shift[Y]) * r_screen_scale[Y]) * depth;
		clip_space_position[i_vertex][Z] = depth;


	}

	__m128 a[3];
	a[X] = clip_space_position[1][X] - clip_space_position[0][X];
	a[Y] = clip_space_position[1][Y] - clip_space_position[0][Y];
	a[Z] = clip_space_position[1][Z] - clip_space_position[0][Z];

	__m128 b[3];
	b[X] = clip_space_position[2][X] - clip_space_position[0][X];
	b[Y] = clip_space_position[2][Y] - clip_space_position[0][Y];
	b[Z] = clip_space_position[2][Z] - clip_space_position[0][Z];


	__m128 normal[4];
	normal[X] = (a[Y] * b[Z]) - (a[Z] * b[Y]);
	normal[Y] = (a[Z] * b[X]) - (a[X] * b[Z]);
	normal[Z] = (a[X] * b[Y]) - (a[Y] * b[X]);

	__m128 mag = (normal[X] * normal[X]) + (normal[Y] * normal[Y]) + (normal[Z] * normal[Z]);
	mag = _mm_rsqrt_ps(mag);
	normal[X] *= mag;
	normal[Y] *= mag;
	normal[Z] *= mag;

	float normal_4[3][4];
	store_u(normal[X], normal_4[X]);
	store_u(normal[Y], normal_4[Y]);
	store_u(normal[Z], normal_4[Z]);

	float centre_4[3][4];
	float extent_4[3][4];
	const __m128 half = set_all(0.5f);
	for (__int32 i_axis = X; i_axis < W; i_axis++) {

		__m128 max;
		__m128 min;
		max = min = clip_space_position[0][i_axis];
		max = max_vec(max_vec(max, clip_space_position[1][i_axis]), clip_space_position[2][i_axis]);
		min = min_vec(min_vec(min, clip_space_position[1][i_axis]), clip_space_position[2][i_axis]);
		store_u((max + min) * half, centre_4[i_axis]);
		store_u((max - min) * half, extent_4[i_axis]);
	}

	for (__int32 i_vertex = 0; i_vertex < 3; i_vertex++) {

		Transpose(clip_space_position[i_vertex]);
		for (__int32 i_triangle = 0; i_triangle < n_triangles; i_triangle++) {
			store_u(clip_space_position[i_vertex][i_triangle], new_position[i_triangle][i_vertex].f);
		}
	}

	const __m128 zero = set_all(0.0f);
	const __m128 one = set_all(1.0f);

	enum {
		MAX_LIGHTS_PER_VERTEX = 128,
	};

	for (__int32 i_triangle = 0; i_triangle < n_triangles; i_triangle++) {

		__m128 centre[3];
		__m128 extent[3];
		for (__int32 i_axis = X; i_axis < W; i_axis++) {
			centre[i_axis] = set_all(centre_4[i_axis][i_triangle]);
			extent[i_axis] = set_all(extent_4[i_axis][i_triangle]);
		}

		float z_min = centre_4[Z][i_triangle] - extent_4[Z][i_triangle];
		float z_max = centre_4[Z][i_triangle] + extent_4[Z][i_triangle];
		__int32 bin_min = __int32(z_min / vertex_light_manager.bin_interval);
		__int32 bin_max = __int32(z_max / vertex_light_manager.bin_interval);
		bin_min = min(bin_min, vertex_light_manager_::NUM_BINS - 1);
		bin_max = min(bin_max, vertex_light_manager_::NUM_BINS - 1);
		bin_min = max(bin_min, 0);
		bin_max = max(bin_max, 0);

		//bin_max = bin_max >= 10 ? 0 : bin_max;
		//printf_s(" %i , %i \n", bin_min, bin_max);

		__int32 i_lights[MAX_LIGHTS_PER_VERTEX];
		__int32 n_lights = 0;
		{
			for (__int32 i_bin = bin_min; i_bin <= bin_max; i_bin++) {

				const vertex_light_manager_::bin_& bin = vertex_light_manager.bin[i_bin];

				for (__int32 i_light_4 = 0; i_light_4 < bin.n_lights; i_light_4 += 4) {

					const __int32 n = min(bin.n_lights - i_light_4, 4);

					__m128 light_position[4];
					for (__int32 i_light = 0; i_light < n; i_light++) {
						__int32 index = vertex_light_manager.i_light[bin.i_start + i_light_4 + i_light];
						light_position[i_light] = load_u(vertex_light_manager.light_sources[index].position.f);
					}
					Transpose(light_position);

					const __m128 light_extent = set_all(100.0f);
					__m128i is_valid = set_all(-1);
					is_valid &= abs(centre[X] - light_position[X]) < (extent[X] + light_extent);
					is_valid &= abs(centre[Y] - light_position[Y]) < (extent[Y] + light_extent);
					is_valid &= abs(centre[Z] - light_position[Z]) < (extent[Z] + light_extent);

					unsigned __int32 result_mask = store_mask(is_valid);

					for (__int32 i_light = 0; i_light < n; i_light++) {

						__int32 index = vertex_light_manager.i_light[bin.i_start + i_light_4 + i_light];
						i_lights[n_lights] = index;
						n_lights += (result_mask >> i_light) & 0x1;
					}

					if (n_lights > MAX_LIGHTS_PER_VERTEX) {

						n_lights = MAX_LIGHTS_PER_VERTEX;
						break;
					}
				}
			}
		}

		for (__int32 i_vertex = 0; i_vertex < 3; i_vertex++) {

			__m128 vertex_position[3];
			vertex_position[X] = set_all(new_position[i_triangle][i_vertex].x);
			vertex_position[Y] = set_all(new_position[i_triangle][i_vertex].y);
			vertex_position[Z] = set_all(new_position[i_triangle][i_vertex].z);

			__m128 vertex_colour[4];
			vertex_colour[R] = set_all(0.0f);
			vertex_colour[G] = set_all(0.0f);
			vertex_colour[B] = set_all(0.0f);

			__m128 normal[3];
			normal[X] = set_all(normal_4[X][i_triangle]);
			normal[Y] = set_all(normal_4[Y][i_triangle]);
			normal[Z] = set_all(normal_4[Z][i_triangle]);

			for (__int32 i_light_4 = 0; i_light_4 < n_lights; i_light_4 += 4) {

				const __int32 n = min(n_lights - i_light_4, 4);

				__m128 light_position[4];
				__m128 light_colour[4];
				unsigned __int32 mask = 0x0;
				float intensity_4[4];
				for (__int32 i_light = 0; i_light < n; i_light++) {

					mask |= 0x1 << i_light;
					const __int32 index = i_lights[i_light_4 + i_light];
					intensity_4[i_light] = vertex_light_manager.light_sources[index].intensity;
					light_position[i_light] = load_u(vertex_light_manager.light_sources[index].position.f);
					light_colour[i_light] = load_u(vertex_light_manager.light_sources[index].colour.f);
				}
				Transpose(light_position);
				Transpose(light_colour);
				__m128 light_intensity = load_u(intensity_4);

				__m128 light_ray[3];
				light_ray[X] = vertex_position[X] - light_position[X];
				light_ray[Y] = vertex_position[Y] - light_position[Y];
				light_ray[Z] = vertex_position[Z] - light_position[Z];

				__m128 mag = (light_ray[X] * light_ray[X]) + (light_ray[Y] * light_ray[Y]) + (light_ray[Z] * light_ray[Z]);
				__m128 r_mag = _mm_rsqrt_ps(mag);
				light_ray[X] *= r_mag;
				light_ray[Y] *= r_mag;
				light_ray[Z] *= r_mag;

				__m128 dot = (normal[X] * light_ray[X]) + (normal[Y] * light_ray[Y]) + (normal[Z] * light_ray[Z]);
				dot &= dot > zero;

				__m128 r_distance = reciprocal(one + mag);
				__m128 spec = (dot * dot) * r_distance;

				static const __m128 specular_coefficient = set_all(2000.0f);
				static const __m128 diffuse_coefficient = set_all(200.0f);

				//printf_s(" %f ", dot);
				__m128i loop_mask = load_mask[mask];

				for (__int32 i_channel = R; i_channel < A; i_channel++) {
					__m128 final = spec * specular_coefficient * light_colour[i_channel] * light_intensity;
					final += r_distance * diffuse_coefficient * light_colour[i_channel] * light_intensity;
					vertex_colour[i_channel] += final & loop_mask;
				}
			}

			Transpose(vertex_colour);
			vertex_colour[0] += vertex_colour[1] + vertex_colour[2] + vertex_colour[3];
			float4_ temp;
			store_u(vertex_colour[0], temp.f);
			colour[i_triangle][i_vertex].x += temp.x;
			colour[i_triangle][i_vertex].y += temp.y;
			colour[i_triangle][i_vertex].z += temp.z;
		}
	}
Esempio n. 24
0
void RealMatrix::zero(void)
{
    set_all(0.0);
}