Toshihiro Shimizu 890ddd
Toshihiro Shimizu 890ddd
Toshihiro Shimizu 890ddd
#include "traster.h"
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#include "tpixelutils.h"
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#include "trop.h"
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Toshihiro Shimizu 890ddd
//***********************************************************************************************
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//    Local namespace stuff
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//***********************************************************************************************
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namespace {
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template <typename t=""></typename>
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struct RaylitFuncTraits {
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  typedef void (*function_type)(T *, T *, int, int, int, int, const TRect &,
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                                const TRect &, const TRop::RaylitParams &);
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};
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//--------------------------------------------------------------------------------------------
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template <typename t=""></typename>
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void performStandardRaylit(T *bufIn, T *bufOut, int dxIn, int dyIn, int dxOut,
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                           int dyOut, const TRect &srcRect,
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                           const TRect &dstRect,
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                           const TRop::RaylitParams ¶ms) {
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  /* NOTATION:  Diagram assuming octant 1
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  /                   |
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 /                    |
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/  - ray_final_y      | octLy
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/ 1                    |
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+----                   |
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_____  octLx
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So, octLx and octLy are the octant's lx and ly;  ray_final_y is the final height
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of the ray we're tracing
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*/
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  // Build colors-related variables
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  int max = T::maxChannelValue;
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  /*-- 透明部分の色 --*/
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  int transp_val = (params.m_invert) ? max : 0, opaque_val = max - transp_val;
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  int value, val_r, val_g, val_b, val_m;
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  double lightness, r_fac, g_fac, b_fac, m_fac;
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  /*-- 8bit/16bitの違いを吸収する係数 --*/
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  double factor = max / 255.0;
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  // NOTE: These variable initializations are, well,
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  // heuristic at least. They were probably tested
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  // to be good, but didn't quite make any REAL sense.
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  // They could be done MUCH better, but changing them
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  // would alter the way raylit has been applied until now.
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  // Should be changed at some point, though...
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  double scale      = params.m_scale;
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  double decay      = log(params.m_decay / 100.0 + 1.0) + 1.0;
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  double intensity  = 1e8 * log(params.m_intensity / 100.0 + 1.0) / scale;
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  double smoothness = log(params.m_smoothness * 5.0 / 100.0 + 1.0);
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  double radius     = params.m_radius;
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  /*-- 1ステップ進んだ時、次のピクセルで光源が無かったときの光の弱まる割合 --*/
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  double neg_delta_p = smoothness * intensity;
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  /*-- 1ステップ進んだ時、次のピクセルで光源が有ったときの光の強まる割合 --*/
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  double quot_delta_p = intensity / max;  //
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  /*--
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   * m_colorはRaylitFxのColor値。r_fac、g_fac、b_facは各チャンネルをPremultiplyした値
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   * --*/
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  m_fac = (params.m_color.m / 255.0);
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  r_fac = m_fac * (params.m_color.r / 255.0);
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  g_fac = m_fac * (params.m_color.g / 255.0);
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  b_fac = m_fac * (params.m_color.b / 255.0);
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  // Geometry-related variables
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  int x, y, ray_final_y;
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  int octLx = dstRect.x1 - dstRect.x0;
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  double rayPosIncrementX = 1.0 / scale;
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  double sq_z = sq(params.m_lightOriginSrc.z);  // We'll be making square
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                                                // distances from p, so square
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                                                // it once now
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  // Perform raylit
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  T *pixIn, *pixOut;
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  for (ray_final_y = 0; ray_final_y < octLx; ++ray_final_y) {
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    // Initialize increment variables
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    lightness = 0.0;
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    double rayPosIncrementY = rayPosIncrementX * (ray_final_y / (double)octLx);
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    // Use an integer counter to know when y must increase. Will add ray_final_y
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    // as long as
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    // a multiple of octLx-1 is reached, then increase
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    int yIncrementCounter = 0, yIncrementThreshold = octLx - 1;
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    // Trace a single ray of light
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    TPointD rayPos(rayPosIncrementX, rayPosIncrementY);
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    for (x = dstRect.x0, y = dstRect.y0, pixIn = bufIn, pixOut = bufOut;
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         (x < dstRect.x1) && (y < dstRect.y1); ++x) {
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      bool insideSrc = (x >= srcRect.x0) && (x < srcRect.x1) &&
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                       (y >= srcRect.y0) && (y < srcRect.y1);
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      if (insideSrc) {
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        // Add a light component depending on source's matte
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        if (pixIn->m == opaque_val)
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          lightness = std::max(
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              0.0, lightness - neg_delta_p);  // No light source - ray fading
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        else {
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          if (pixIn->m == transp_val)
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            lightness += intensity;  // Full light source - ray enforcing
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          else
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            lightness = std::max(
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                0.0, lightness +  // Half light source
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                         (params.m_invert ? pixIn->m : (max - pixIn->m)) *
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                             quot_delta_p);  //   matte-linear enforcing
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        }
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        if (params.m_includeInput) {
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          val_r = pixIn->r;
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          val_g = pixIn->g;
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          val_b = pixIn->b;
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          val_m = pixIn->m;
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        } else
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          val_r = val_g = val_b = val_m = 0;
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      } else {
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        if (!params.m_invert)
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          lightness += intensity;
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        else
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          lightness = std::max(0.0, lightness - neg_delta_p);
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        val_r = val_g = val_b = val_m = 0;
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      }
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      bool insideDst = (x >= 0) && (y >= 0);
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      if (insideDst) {
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        // Write the corresponding destination pixel
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        if (lightness > 0.0) {
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          if (radius == 0.0) {
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            value = (int)(factor * lightness /
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                              (rayPos.x *
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                               pow((double)(sq(rayPos.x) + sq(rayPos.y) + sq_z),
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                                   decay)) +
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                          0.5);  // * ^-d...  0.5 rounds
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          } else {
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            double ratio = std::max(0.001, 1.0 - radius / norm(rayPos));
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            value        = (int)(factor * lightness /
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                              (rayPos.x * ratio *
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                               pow((double)(sq(rayPos.x * ratio) +
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                                            sq(rayPos.y * ratio) + sq_z),
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                                   decay)) +
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                          0.5);  // * ^-d...  0.5 rounds
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          }
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        } else
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          value = 0;
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        // NOTE: pow() could be slow. If that is the case, it could be cached
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        // for the whole octant along the longest ray at integer positions,
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        // and then linearly interpolated between those... Have to profile this
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        // before resorting to that...
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        val_r += value * r_fac;
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        val_g += value * g_fac;
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        val_b += value * b_fac;
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        val_m += value * m_fac;
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        pixOut->r = (val_r > max) ? max : val_r;
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        pixOut->g = (val_g > max) ? max : val_g;
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        pixOut->b = (val_b > max) ? max : val_b;
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        pixOut->m = (val_m > max) ? max : val_m;
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      }
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      // Increment variables along the x-axis
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      pixIn += dxIn, pixOut += dxOut;
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      rayPos.x += rayPosIncrementX, rayPos.y += rayPosIncrementY;
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      // Increment variables along the y-axis
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      if ((yIncrementCounter += ray_final_y) >= yIncrementThreshold) {
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        ++y, pixIn += dyIn, pixOut += dyOut;
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        yIncrementCounter -= yIncrementThreshold;
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      }
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    }
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  }
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}
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//--------------------------------------------------------------------------------------------
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template <typename t=""></typename>
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void performColorRaylit(T *bufIn, T *bufOut, int dxIn, int dyIn, int dxOut,
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                        int dyOut, const TRect &srcRect, const TRect &dstRect,
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                        const TRop::RaylitParams ¶ms) {
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  // Build colors-related variables
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  int max = T::maxChannelValue;
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  int val_r, val_g, val_b, val_m;
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  double lightness_r, lightness_g, lightness_b;
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  double factor = max / 255.0;
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  // NOTE: These variable initializations are, well,
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  // heuristic at least. They were probably tested
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  // to be good, but didn't quite make any REAL sense.
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  // They could be done MUCH better, but changing them
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  // would alter the way raylit has been applied until now.
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  // Should be changed at some point, though...
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  double scale      = params.m_scale;
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  double decay      = log(params.m_decay / 100.0 + 1.0) + 1.0;
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  double intensity  = 1e8 * log(params.m_intensity / 100.0 + 1.0) / scale;
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  double smoothness = log(params.m_smoothness * 5.0 / 100.0 + 1.0);
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  double radius     = params.m_radius;
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  double neg_delta_p =
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      smoothness *
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      intensity;  // would alter the way raylit has been applied until now.
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  double quot_delta_p = intensity / max;  //
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  // Should be changed at some point, though...
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  // Geometry-related variables
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  int x, y, ray_final_y;
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  int octLx = dstRect.x1 - dstRect.x0;
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  double rayPosIncrementX = 1.0 / scale;
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  double fac, sq_z = sq(params.m_lightOriginSrc.z);  // We'll be making square
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                                                     // distances from p, so
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                                                     // square it once now
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  // Perform raylit
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  T *pixIn, *pixOut;
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  for (ray_final_y = 0; ray_final_y < octLx; ++ray_final_y) {
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    // Initialize increment variables
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    lightness_r = lightness_g = lightness_b = 0.0;
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    int l, l_max;
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    double rayPosIncrementY = rayPosIncrementX * (ray_final_y / (double)octLx);
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    // Use an integer counter to know when y must increase. Will add ray_final_y
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    // as long as
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    // a multiple of octLx-1 is reached, then increase
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    int yIncrementCounter = 0, yIncrementThreshold = octLx - 1;
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    // Trace a single ray of light
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    TPointD rayPos(rayPosIncrementX, rayPosIncrementY);
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    for (x = dstRect.x0, y = dstRect.y0, pixIn = bufIn, pixOut = bufOut;
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         (x < dstRect.x1) && (y < dstRect.y1); ++x) {
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      bool insideSrc = (x >= srcRect.x0) && (x < srcRect.x1) &&
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                       (y >= srcRect.y0) && (y < srcRect.y1);
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      if (insideSrc) {
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        val_r = pixIn->r;
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        val_g = pixIn->g;
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        val_b = pixIn->b;
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        val_m = pixIn->m;
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        lightness_r = std::max(0.0, val_r ? lightness_r + val_r * quot_delta_p
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                                          : lightness_r - neg_delta_p);
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        lightness_g = std::max(0.0, val_g ? lightness_g + val_g * quot_delta_p
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                                          : lightness_g - neg_delta_p);
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        lightness_b = std::max(0.0, val_b ? lightness_b + val_b * quot_delta_p
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                                          : lightness_b - neg_delta_p);
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        if (!params.m_includeInput) val_r = val_g = val_b = val_m = 0;
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      } else {
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        lightness_r = std::max(0.0, lightness_r - neg_delta_p);
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        lightness_g = std::max(0.0, lightness_g - neg_delta_p);
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        lightness_b = std::max(0.0, lightness_b - neg_delta_p);
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        val_r = val_g = val_b = val_m = 0;
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      }
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      bool insideDst = (x >= 0) && (y >= 0);
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      if (insideDst) {
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        // Write the corresponding destination pixel
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        if (radius == 0.0) {
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          fac = factor /
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                (rayPos.x *
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                 pow((double)(sq(rayPos.x) + sq(rayPos.y) + sq_z), decay));
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        } else {
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          double ratio = std::max(0.001, 1.0 - radius / norm(rayPos));
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          fac =
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              factor /
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              (rayPos.x * ratio *
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               pow((double)(sq(rayPos.x * ratio) + sq(rayPos.y * ratio) + sq_z),
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                   decay));
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        }
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        // NOTE: pow() could be slow. If that is the case, it could be cached
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        // for the whole octant along the longest ray at integer positions,
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        // and then linearly interpolated between those... Have to profile this
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        // before resorting to that...
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        val_r += l = (int)(fac * lightness_r + 0.5);
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        l_max      = l;
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        val_g += l = (int)(fac * lightness_g + 0.5);
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        l_max      = std::max(l, l_max);
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        val_b += l = (int)(fac * lightness_b + 0.5);
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        l_max      = std::max(l, l_max);
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        val_m += l_max;
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        pixOut->r = (val_r > max) ? max : val_r;
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        pixOut->g = (val_g > max) ? max : val_g;
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        pixOut->b = (val_b > max) ? max : val_b;
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        pixOut->m = (val_m > max) ? max : val_m;
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      }
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      // Increment variables along the x-axis
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      pixIn += dxIn, pixOut += dxOut;
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      rayPos.x += rayPosIncrementX, rayPos.y += rayPosIncrementY;
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      // Increment variables along the y-axis
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      if ((yIncrementCounter += ray_final_y) >= yIncrementThreshold) {
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        ++y, pixIn += dyIn, pixOut += dyOut;
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        yIncrementCounter -= yIncrementThreshold;
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      }
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    }
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  }
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}
Toshihiro Shimizu 890ddd
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//--------------------------------------------------------------------------------------------
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/*-- ピザ状に8分割された領域の1つを計算する --*/
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template <typename t=""></typename>
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void computeOctant(const TRasterPT<t> &src, const TRasterPT<t> &dst, int octant,</t></t>
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                   const TRop::RaylitParams ¶ms,
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                   typename RaylitFuncTraits<t>::function_type raylitFunc) {</t>
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  // Build octant geometry variables
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  int x0, x1, lxIn, lxOut, dxIn, dxOut;
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  int y0, y1, lyIn, lyOut, dyIn, dyOut;
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  const T3DPoint &pIn  = params.m_lightOriginSrc,
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                 &pOut = params.m_lightOriginDst;
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  int srcWrap = src->getWrap(), dstWrap = dst->getWrap();
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  T *bufIn = (T *)src->getRawData() + tfloor(pIn.y) * srcWrap + tfloor(pIn.x);
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  T *bufOut =
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      (T *)dst->getRawData() + tfloor(pOut.y) * dstWrap + tfloor(pOut.x);
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  TRect srcRect(src->getBounds() +
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                TPoint(tround(pOut.x - pIn.x), tround(pOut.y - pIn.y)));
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  lxIn = src->getLx(), lxOut = dst->getLx();
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  lyIn = src->getLy(), lyOut = dst->getLy();
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  /*-- 1ピクセルずつ進むときの移動値 --*/
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  // Vertical octant pairs
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  if (octant == 1 || octant == 8)
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    dxIn = 1, dxOut = 1, x0 = tfloor(pOut.x), x1 = lxOut;
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  if (octant == 2 || octant == 7)
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    dyIn = 1, dyOut = 1, y0 = tfloor(pOut.x), y1 = lxOut;
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  if (octant == 3 || octant == 6)
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    dyIn = -1, dyOut = -1, y0 = lxOut - tfloor(pOut.x) - 1, y1 = lxOut,
otakuto ed7dcd
    std::swap(srcRect.x0, srcRect.x1), srcRect.x0 = lxOut - srcRect.x0,
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    srcRect.x1 = lxOut - srcRect.x1;
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  if (octant == 4 || octant == 5)
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    dxIn = -1, dxOut = -1, x0 = lxOut - tfloor(pOut.x) - 1, x1 = lxOut,
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    std::swap(srcRect.x0, srcRect.x1), srcRect.x0 = lxOut - srcRect.x0,
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    srcRect.x1 = lxOut - srcRect.x1;
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  // Horizontal octant pairs
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  if (octant == 2 || octant == 3)
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    dxIn = srcWrap, dxOut = dstWrap, x0 = tfloor(pOut.y), x1 = lyOut;
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  if (octant == 1 || octant == 4)
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    dyIn = srcWrap, dyOut = dstWrap, y0 = tfloor(pOut.y), y1 = lyOut;
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  if (octant == 5 || octant == 8)
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    dyIn = -srcWrap, dyOut = -dstWrap, y0 = lyOut - tfloor(pOut.y) - 1,
shun-iwasawa 255f14
    y1         = lyOut, std::swap(srcRect.y0, srcRect.y1),
shun-iwasawa 255f14
    srcRect.y0 = lyOut - srcRect.y0, srcRect.y1 = lyOut - srcRect.y1;
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  if (octant == 6 || octant == 7)
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    dxIn = -srcWrap, dxOut = -dstWrap, x0 = lyOut - tfloor(pOut.y) - 1,
shun-iwasawa 255f14
    x1         = lyOut, std::swap(srcRect.y0, srcRect.y1),
shun-iwasawa 255f14
    srcRect.y0 = lyOut - srcRect.y0, srcRect.y1 = lyOut - srcRect.y1;
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  /*-- 縦向きのピザ領域を計算する場合は、90度回転してから --*/
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  // Swap x and y axis where necessary
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  if (octant == 2 || octant == 3 || octant == 6 || octant == 7) {
otakuto ed7dcd
    std::swap(lxIn, lyIn), std::swap(lxOut, lyOut);
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    std::swap(srcRect.x0, srcRect.y0), std::swap(srcRect.x1, srcRect.y1);
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  }
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  int octLx = (x1 - x0), octLy = (y1 - y0);
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  assert(octLx > 0 && octLy > 0);
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  if (octLx <= 0 && octLy <= 0) return;
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  raylitFunc(bufIn, bufOut, dxIn, dyIn, dxOut, dyOut, srcRect,
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             TRect(x0, y0, x1, y1), params);
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}
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//--------------------------------------------------------------------------------------------
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/*
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  OCTANTS:
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    \ 3 | 2 /
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     \  |  /
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      \ | /
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     4 \|/ 1
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    ----+----
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     5 /|\ 8
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      / | \
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     /  |  \
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    / 6 | 7 \
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*/
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template <typename t=""></typename>
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void doRaylit(const TRasterPT<t> &src, const TRasterPT<t> &dst,</t></t>
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              const TRop::RaylitParams ¶ms,
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              typename RaylitFuncTraits<t>::function_type raylitFunc) {</t>
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  int lxOut = dst->getLx(), lyOut = dst->getLy();
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  const T3DPoint &p = params.m_lightOriginDst;
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  src->lock();
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  dst->lock();
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  // Depending on the position of p, only some of the quadrants need to be built
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  if (p.y < lyOut) {
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    if (p.x < lxOut) {
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      // Compute the raylit fx on each octant independently
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      computeOctant(src, dst, 1, params, raylitFunc);
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      computeOctant(src, dst, 2, params, raylitFunc);
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    }
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    if (p.x >= 0) {
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      computeOctant(src, dst, 3, params, raylitFunc);
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      computeOctant(src, dst, 4, params, raylitFunc);
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    }
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  }
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  if (p.y >= 0) {
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    if (p.x >= 0) {
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      computeOctant(src, dst, 5, params, raylitFunc);
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      computeOctant(src, dst, 6, params, raylitFunc);
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    }
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    if (p.x < lxOut) {
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      computeOctant(src, dst, 7, params, raylitFunc);
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      computeOctant(src, dst, 8, params, raylitFunc);
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    }
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  }
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  dst->unlock();
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  src->unlock();
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}
Toshihiro Shimizu 890ddd
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}  // namespace
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//***********************************************************************************************
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//    TRop::raylit implementation
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//***********************************************************************************************
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void TRop::raylit(const TRasterP &dstRas, const TRasterP &srcRas,
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                  const RaylitParams ¶ms) {
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  if ((TRaster32P)dstRas && (TRaster32P)srcRas)
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    doRaylit<tpixel32>(srcRas, dstRas, params,</tpixel32>
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                       &performStandardRaylit<tpixel32>);</tpixel32>
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  else if ((TRaster64P)dstRas && (TRaster64P)srcRas)
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    doRaylit<tpixel64>(srcRas, dstRas, params,</tpixel64>
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                       &performStandardRaylit<tpixel64>);</tpixel64>
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  else
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    throw TException("TRop::raylit unsupported pixel type");
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}
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//--------------------------------------------------------------------------------------------
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void TRop::glassRaylit(const TRasterP &dstRas, const TRasterP &srcRas,
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                       const RaylitParams ¶ms) {
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  if ((TRaster32P)dstRas && (TRaster32P)srcRas)
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    doRaylit<tpixel32>(srcRas, dstRas, params, &performColorRaylit<tpixel32>);</tpixel32></tpixel32>
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  else if ((TRaster64P)dstRas && (TRaster64P)srcRas)
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    doRaylit<tpixel64>(srcRas, dstRas, params, &performColorRaylit<tpixel64>);</tpixel64></tpixel64>
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  else
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    throw TException("TRop::raylit unsupported pixel type");
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}