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/*------------------------------------------------------------
Iwa_PNPerspectiveFx
PerlinNoise/SimplexNoiseパターンを生成、透視投影する
------------------------------------------------------------*/

#include "iwa_pnperspectivefx.h"

#include "trop.h"
#include "tparamuiconcept.h"

#include "iwa_fresnel.h"
#include "iwa_simplexnoise.h"
#include "iwa_noise1234.h"

#include <vector>

namespace
{
#ifndef M_PI
const double M_PI = 3.1415926535897932384626433832795;
#endif

/* 内積を返す */
inline float dot(float3 a, float3 b)
{
	return a.x * b.x + a.y * b.y + a.z * b.z;
}

/* 外積を返す */
inline float3 cross(float3 a, float3 b)
{
	float3 ret = {a.y * b.z - a.z * b.y,
				  a.z * b.x - a.x * b.z,
				  a.x * b.y - a.y * b.x};
	return ret;
}

/* 正規化する */
inline float3 normalize(float3 v)
{
	float length = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
	float3 ret = {v.x / length,
				  v.y / length,
				  v.z / length};
	return ret;
}
}

/*------------------------------------------------------------
 出力結果をChannel値に変換して格納
------------------------------------------------------------*/

template <typename RASTER, typename PIXEL>
void Iwa_PNPerspectiveFx::setOutputRaster(float4 *srcMem,
										  const RASTER dstRas,
										  TDimensionI dim,
										  int drawLevel,
										  const bool alp_rend_sw)
{

	typename PIXEL::Channel halfChan = (typename PIXEL::Channel)(PIXEL::maxChannelValue / 2);

	if (alp_rend_sw)
		dstRas->fill(PIXEL(halfChan, halfChan, halfChan, halfChan));
	else
		dstRas->fill(PIXEL(halfChan, halfChan, halfChan));
	float4 *chan_p = srcMem;
	for (int j = 0; j < drawLevel; j++) {
		PIXEL *pix = dstRas->pixels(j);
		for (int i = 0; i < dstRas->getLx(); i++, chan_p++, pix++) {
			float val;
			val = (*chan_p).x * (float)PIXEL::maxChannelValue + 0.5f;
			pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
			val = (*chan_p).y * (float)PIXEL::maxChannelValue + 0.5f;
			pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
			val = (*chan_p).z * (float)PIXEL::maxChannelValue + 0.5f;
			pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
			val = (*chan_p).w * (float)PIXEL::maxChannelValue + 0.5f;
			pix->m = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
		}
	}
}

/*------------------------------------------------------------
 PerlinNoiseのパラメータを取得
------------------------------------------------------------*/
void Iwa_PNPerspectiveFx::getPNParameters(TTile &tile, double frame,
										  const TRenderSettings &settings,
										  PN_Params &params,
										  TDimensionI &dimOut)
{
	/*  動作パラメータを得る */
	params.renderMode = m_renderMode->getValue();
	params.noiseType = m_noiseType->getValue();
	params.size = (float)m_size->getValue(frame);
	/* SimplexNoiseの密度感をそろえるための係数をかける */
	if (params.noiseType == 1)
		params.size *= 1.41421356f;
	params.octaves = m_octaves->getValue() + 1;
	params.offset = float2{(float)m_offset->getValue(frame).x,
						   (float)m_offset->getValue(frame).y};
	params.p_intensity = (float)m_persistance_intensity->getValue(frame);
	params.p_size = (float)m_persistance_size->getValue(frame);
	params.p_offset = (float)m_persistance_offset->getValue(frame);
	TPointD _eyeLevel = m_eyeLevel->getValue(frame);
	params.eyeLevel = float2{(float)_eyeLevel.x, (float)_eyeLevel.y};
	params.alp_rend_sw = m_alpha_rendering->getValue();
	params.waveHeight = (float)m_waveHeight->getValue(frame);

	const float fov = (float)m_fov->getValue(frame);

	TAffine aff = settings.m_affine;
	const double scale = 1.0 / sqrt(fabs(aff.det()));
	TAffine aff_pn = TScale(scale) * TTranslation(tile.m_pos);

	params.a11 = aff_pn.a11;
	params.a12 = aff_pn.a12;
	params.a13 = aff_pn.a13;
	params.a21 = aff_pn.a21;
	params.a22 = aff_pn.a22;
	params.a23 = aff_pn.a23;

	params.time = (float)m_evolution->getValue(frame) * 0.05;
	params.p_evolution = (float)m_persistance_evolution->getValue(frame);

	TPointD eyePoint = aff * _eyeLevel - (tile.m_pos + tile.getRaster()->getCenterD());
	const float eyeHeight = (float)eyePoint.y;
	/* 描画範囲の下からの距離 */
	params.drawLevel = (int)((float)dimOut.ly / 2.0f + eyeHeight);
	if (params.drawLevel > dimOut.ly)
		params.drawLevel = dimOut.ly;

	//------------------------------------------------------------

	/* カメラたて方向のmmサイズの半分の寸法 */
	int camHeight = settings.m_cameraBox.getLy();
	TPointD vec_p0p1((double)camHeight * aff_pn.a12,
					 (double)camHeight * aff_pn.a22);
	params.fy_2 = sqrtf(vec_p0p1.x * vec_p0p1.x + vec_p0p1.y * vec_p0p1.y) / 2.0f;

	float fov_radian_2 = (fov / 2.0f) * M_PI / 180.0f;

	/* カメラから投影面への距離 */
	float D = params.fy_2 / tanf(fov_radian_2);
	/* カメラから、投影面上の水平線への距離 */
	params.A = sqrtf(params.eyeLevel.y * params.eyeLevel.y + D * D);

	/* カメラ位置から下枠へのベクトルと、水平線のなす角度 */
	float theta = fov_radian_2 + asinf(params.eyeLevel.y / params.A);

	float M = params.fy_2 / sinf(fov_radian_2);

	params.cam_pos = float3{0.0f, -M * cosf(theta), M * sinf(theta)};

	/*ベースとなるフレネル反射率を求める*/
	params.base_fresnel_ref = 0.0f;
	float phi = 90.0f - theta * 180.0f / M_PI;
	if (phi >= 0.0f && phi < 90.0f) {
		int index = (int)phi;
		float ratio = phi - (float)index;
		params.base_fresnel_ref = fresnel[index] * (1.0f - ratio) +
								  fresnel[index + 1] * ratio;
	}

	/*強度の正規化のため、合計値を算出*/
	float intensity = 2.0f; /* -1 ~ 1 */
	params.int_sum = 0.0f;
	for (int o = 0; o < params.octaves; o++) {
		params.int_sum += intensity;
		intensity *= params.p_intensity;
	}
}

//------------------------------------------------------------

Iwa_PNPerspectiveFx::Iwa_PNPerspectiveFx()
	: m_renderMode(new TIntEnumParam(0, "Noise")), m_noiseType(new TIntEnumParam(0, "Perlin Noise")), m_size(10.0), m_evolution(0.0), m_octaves(new TIntEnumParam(0, "1")), m_offset(TPointD(0, 0)), m_persistance_intensity(0.5), m_persistance_size(0.5), m_persistance_evolution(0.5), m_persistance_offset(0.5), m_fov(30), m_eyeLevel(TPointD(0, 0)), m_alpha_rendering(true), m_waveHeight(10.0)
{
	bindParam(this, "renderMode", m_renderMode);
	bindParam(this, "noiseType", m_noiseType);
	bindParam(this, "size", m_size);
	bindParam(this, "evolution", m_evolution);
	bindParam(this, "octaves", m_octaves);
	bindParam(this, "offset", m_offset);
	bindParam(this, "persistance_intensity", m_persistance_intensity);
	bindParam(this, "persistance_size", m_persistance_size);
	bindParam(this, "persistance_evolution", m_persistance_evolution);
	bindParam(this, "persistance_offset", m_persistance_offset);
	bindParam(this, "fov", m_fov);
	bindParam(this, "eyeLevel", m_eyeLevel);
	bindParam(this, "alpha_rendering", m_alpha_rendering);
	bindParam(this, "waveHeight", m_waveHeight);

	m_noiseType->addItem(1, "Simplex Noise");

	m_renderMode->addItem(1, "Noise (no resampled)");
	m_renderMode->addItem(2, "Warp HV offset");
	m_renderMode->addItem(4, "Warp HV offset 2");
	m_renderMode->addItem(3, "Fresnel reflectivity");

	m_size->setMeasureName("fxLength");
	m_size->setValueRange(0.0, 1000.0);

	m_octaves->addItem(1, "2");
	m_octaves->addItem(2, "3");
	m_octaves->addItem(3, "4");
	m_octaves->addItem(4, "5");
	m_octaves->addItem(5, "6");
	m_octaves->addItem(6, "7");
	m_octaves->addItem(7, "8");
	m_octaves->addItem(8, "9");
	m_octaves->addItem(9, "10");

	m_persistance_intensity->setValueRange(0.1, 2.0);
	m_persistance_size->setValueRange(0.1, 2.0);
	m_persistance_evolution->setValueRange(0.1, 2.0);
	m_persistance_offset->setValueRange(0.1, 2.0);

	m_fov->setValueRange(10, 90);

	m_eyeLevel->getX()->setMeasureName("fxLength");
	m_eyeLevel->getY()->setMeasureName("fxLength");

	m_waveHeight->setMeasureName("fxLength");
	m_waveHeight->setValueRange(1.0, 100.0);
}

//------------------------------------------------------------

bool Iwa_PNPerspectiveFx::doGetBBox(double frame, TRectD &bBox, const TRenderSettings &info)
{
	bBox = TConsts::infiniteRectD;
	return true;
}

//------------------------------------------------------------

bool Iwa_PNPerspectiveFx::canHandle(const TRenderSettings &info, double frame)
{
	return false;
}

//------------------------------------------------------------

void Iwa_PNPerspectiveFx::doCompute(TTile &tile, double frame, const TRenderSettings &settings)
{
	/* サポートしていないPixelタイプはエラーを投げる */
	if (!((TRaster32P)tile.getRaster()) &&
		!((TRaster64P)tile.getRaster())) {
		throw TRopException("unsupported input pixel type");
	}

	TDimensionI dimOut(tile.getRaster()->getLx(), tile.getRaster()->getLy());

	/* PerinNoiseのパラメータ */
	PN_Params pnParams;
	getPNParameters(tile, frame, settings, pnParams, dimOut);

	/* 水平線が画面より下のときreturn */
	if (pnParams.drawLevel < 0) {
		tile.getRaster()->clear();
		return;
	}

	const float evolution = (float)m_evolution->getValue(frame);
	const float p_evolution = (float)m_persistance_evolution->getValue(frame);

	float4 *out_host;
	/* ホストのメモリ確保 */
	TRasterGR8P out_host_ras(sizeof(float4) * dimOut.lx, pnParams.drawLevel);
	out_host_ras->lock();
	out_host = (float4 *)out_host_ras->getRawData();

	doCompute_CPU(tile, frame, settings,
				  out_host,
				  dimOut,
				  pnParams);

	/* 出力結果をChannel値に変換して格納 */
	tile.getRaster()->clear();
	TRaster32P outRas32 = (TRaster32P)tile.getRaster();
	TRaster64P outRas64 = (TRaster64P)tile.getRaster();
	if (outRas32)
		setOutputRaster<TRaster32P, TPixel32>(out_host, outRas32, dimOut, pnParams.drawLevel, pnParams.alp_rend_sw);
	else if (outRas64)
		setOutputRaster<TRaster64P, TPixel64>(out_host, outRas64, dimOut, pnParams.drawLevel, pnParams.alp_rend_sw);

	out_host_ras->unlock();
}

//------------------------------------------------------------
void Iwa_PNPerspectiveFx::doCompute_CPU(TTile &tile,
										double frame,
										const TRenderSettings &settings,
										float4 *out_host,
										TDimensionI &dimOut,
										PN_Params &pnParams)
{
	/* モードで分ける */
	if (pnParams.renderMode == 0 || pnParams.renderMode == 1) {
		calcPerinNoise_CPU(
			out_host,
			dimOut,
			pnParams,
			(bool)(pnParams.renderMode == 0));
	} else if (pnParams.renderMode == 2 || pnParams.renderMode == 3 || pnParams.renderMode == 4) {
		calcPNNormal_CPU(
			out_host,
			dimOut,
			pnParams);
		if (pnParams.renderMode == 4) {
			calcPNNormal_CPU(
				out_host,
				dimOut,
				pnParams,
				true);
		}
	}
}

/*------------------------------------------------------------
 通常のノイズのCPU計算
------------------------------------------------------------*/
void Iwa_PNPerspectiveFx::calcPerinNoise_CPU(float4 *out_host,
											 TDimensionI &dimOut,
											 PN_Params &p,
											 bool doResample)
{
	int reso = (doResample) ? 10 : 1;
	/* 結果を収めるイテレータ */
	float4 *out_p = out_host;
	/* 各ピクセルについて */
	for (int yy = 0; yy < p.drawLevel; yy++) {
		for (int xx = 0; xx < dimOut.lx; xx++, out_p++) {
			float val_sum = 0.0f;
			int count = 0;
			/* 各リサンプル点について */
			for (int tt = 0; tt < reso; tt++) {
				for (int ss = 0; ss < reso; ss++) {
					float2 tmpPixPos = {(float)xx - 0.5f + ((float)ss + 0.5f) / (float)reso,
										(float)yy - 0.5f + ((float)tt + 0.5f) / (float)reso};
					float2 screenPos = {tmpPixPos.x * p.a11 + tmpPixPos.y * p.a12 + p.a13,
										tmpPixPos.x * p.a21 + tmpPixPos.y * p.a22 + p.a23};
					/* ② Perlin Noise 平面上の座標を計算する */
					float2 noisePos;
					noisePos.x = -(p.eyeLevel.y + p.fy_2) *
									 (screenPos.x - p.eyeLevel.x) / (screenPos.y - p.eyeLevel.y) +
								 p.eyeLevel.x;
					noisePos.y = (p.fy_2 + screenPos.y) * p.A / (p.eyeLevel.y - screenPos.y);
					float tmpVal = 0.5f;
					float currentSize = p.size;
					float2 currentOffset = p.offset;
					float currentIntensity = 1.0f;
					//float2* basis_p = basis;

					float currentEvolution = p.time;

					/* ノイズを各世代足しこむ */
					for (int o = 0; o < p.octaves; o++) {
						float2 currentNoisePos = {(noisePos.x - currentOffset.x) / currentSize,
												  (noisePos.y - currentOffset.y) / currentSize};

						if (p.noiseType == 0) {
							tmpVal += currentIntensity * Noise1234::noise(currentNoisePos.x,
																		  currentNoisePos.y,
																		  currentEvolution) /
									  p.int_sum;
						} else {
							tmpVal += currentIntensity * SimplexNoise::noise(currentNoisePos.x,
																			 currentNoisePos.y,
																			 currentEvolution) /
									  p.int_sum;
						}

						currentSize *= p.p_size;
						currentOffset.x *= p.p_offset;
						currentOffset.y *= p.p_offset;
						currentIntensity *= p.p_intensity;
						currentEvolution *= p.p_evolution;
					}
					val_sum += tmpVal;
					count += 1;
				}
			}

			float val = val_sum / (float)count;

			/* クランプ */
			val = (val < 0.0f) ? 0.0f : ((val > 1.0f) ? 1.0f : val);

			(*out_p).x = val;
			(*out_p).y = val;
			(*out_p).z = val;
			(*out_p).w = (p.alp_rend_sw) ? val : 1.0f;
		}
	}
}

/*------------------------------------------------------------
 WarpHVモード、Fresnel反射モード
------------------------------------------------------------*/
void Iwa_PNPerspectiveFx::calcPNNormal_CPU(float4 *out_host,
										   TDimensionI &dimOut,
										   PN_Params &p,
										   bool isSubWave)
{
	/* 結果を収めるイテレータ */
	float4 *out_p = out_host;
	/* 各ピクセルについて */
	for (int yy = 0; yy < p.drawLevel; yy++) {
		for (int xx = 0; xx < dimOut.lx; xx++, out_p++) {
			float2 screenPos = {(float)xx * p.a11 + (float)yy * p.a12 + p.a13,
								(float)xx * p.a21 + (float)yy * p.a22 + p.a23};

			/*  ② Perlin Noise 平面上の座標を計算する */
			float2 noisePos;

			noisePos.x = -(p.eyeLevel.y + p.fy_2) *
							 (screenPos.x - p.eyeLevel.x) / (screenPos.y - p.eyeLevel.y) +
						 p.eyeLevel.x;

			noisePos.y = (p.fy_2 + screenPos.y) * p.A / (p.eyeLevel.y - screenPos.y);

			float gradient[2]; /* 0 : よこ差分、1 : たて差分 */

			float delta = 0.001f;

			/* 横、縦差分それぞれについて */
			for (int yokoTate = 0; yokoTate < 2; yokoTate++) {
				/* 勾配の初期化 */
				gradient[yokoTate] = 0.0f;

				/* サンプリング位置のオフセットを求める */
				float2 kinbouNoisePos[2] = {float2{noisePos.x - ((yokoTate == 0) ? delta : 0.0f),
												   noisePos.y - ((yokoTate == 0) ? 0.0f : delta)},
											float2{noisePos.x + ((yokoTate == 0) ? delta : 0.0f),
												   noisePos.y + ((yokoTate == 0) ? 0.0f : delta)}};
				float currentSize = p.size;
				float2 currentOffset = p.offset;
				float currentIntensity = 1.0f;
				//float2* basis_p = basis;
				float currentEvolution = (isSubWave) ? p.time + 100.0f : p.time;
				/* 各世代について */
				for (int o = 0; o < p.octaves;
					 o++,
						 currentSize *= p.p_size,
						 currentOffset.x *= p.p_offset,
						 currentOffset.y *= p.p_offset,
						 currentIntensity *= p.p_intensity) {
					/* プラス方向、マイナス方向それぞれオフセットしたノイズ座標を求める */
					float2 currentOffsetNoisePos[2];
					for (int mp = 0; mp < 2; mp++)
						currentOffsetNoisePos[mp] = float2{(kinbouNoisePos[mp].x - currentOffset.x) / currentSize,
														   (kinbouNoisePos[mp].y - currentOffset.y) / currentSize};

					/* ノイズの差分を積算していく */
					float noiseDiff;
					//Perlin Noise
					if (p.noiseType == 0) {
						noiseDiff = Noise1234::noise(currentOffsetNoisePos[1].x,
													 currentOffsetNoisePos[1].y,
													 currentEvolution) -
									Noise1234::noise(currentOffsetNoisePos[0].x,
													 currentOffsetNoisePos[0].y,
													 currentEvolution);
					} else {
						/* インデックスをチェック */
						/* まず、前後 */
						CellIds kinbouIds[2] = {SimplexNoise::getCellIds(currentOffsetNoisePos[0].x,
																		 currentOffsetNoisePos[0].y,
																		 currentEvolution),
												SimplexNoise::getCellIds(currentOffsetNoisePos[1].x,
																		 currentOffsetNoisePos[1].y,
																		 currentEvolution)};
						/* 同じセルに入っていたら、普通に差分を計算 */
						if (kinbouIds[0] == kinbouIds[1]) {
							noiseDiff = SimplexNoise::noise(currentOffsetNoisePos[1].x,
															currentOffsetNoisePos[1].y,
															currentEvolution) -
										SimplexNoise::noise(currentOffsetNoisePos[0].x,
															currentOffsetNoisePos[0].y,
															currentEvolution);
						}
						/* 違うセルの場合、中心位置を用いる */
						else {
							float2 currentCenterNoisePos = {(noisePos.x - currentOffset.x) / currentSize,
															(noisePos.y - currentOffset.y) / currentSize};
							CellIds centerIds = SimplexNoise::getCellIds(currentCenterNoisePos.x,
																		 currentCenterNoisePos.y,
																		 currentEvolution);
							if (kinbouIds[0] == centerIds) {
								noiseDiff = SimplexNoise::noise(currentCenterNoisePos.x,
																currentCenterNoisePos.y,
																currentEvolution) -
											SimplexNoise::noise(currentOffsetNoisePos[0].x,
																currentOffsetNoisePos[0].y,
																currentEvolution);
							} else // if(kinbouIds[1] == centerIds)
							{
								noiseDiff = SimplexNoise::noise(currentOffsetNoisePos[1].x,
																currentOffsetNoisePos[1].y,
																currentEvolution) -
											SimplexNoise::noise(currentCenterNoisePos.x,
																currentCenterNoisePos.y,
																currentEvolution);
							}
							/* 片端→中心の変位を使っているので、片端→片端に合わせて変位を2倍する */
							noiseDiff *= 2.0f;
						}
					}
					/* 差分に強度を乗算して足しこむ */
					gradient[yokoTate] += currentIntensity * noiseDiff / p.int_sum;

					currentEvolution *= p.p_evolution;
				}
			}

			/* X方向、Y方向の近傍ベクトルを計算する */
			float3 vec_x = {delta * 2, 0.0f, gradient[0] * p.waveHeight};
			float3 vec_y = {0.0f, delta * 2, gradient[1] * p.waveHeight};
			float3 normal = normalize(cross(vec_x, vec_y));

			/* カメラから平面へのベクトル */
			float3 cam_vec = {noisePos.x - p.cam_pos.x,
							  noisePos.y - p.cam_pos.y,
							  -p.cam_pos.z};
			cam_vec = normalize(cam_vec);
			/* WarpHVの参照画像モード */
			if (p.renderMode == 2 || p.renderMode == 4) {
				/* 平面からの反射ベクトル */
				float alpha = dot(normal, cam_vec);
				float3 reflect_cam = {2.0f * alpha * normal.x - cam_vec.x,
									  2.0f * alpha * normal.y - cam_vec.y,
									  2.0f * alpha * normal.z - cam_vec.z}; /* これの長さは1 */
				/* 完全に水平な面で反射した場合の反射ベクトル */
				float3 reflect_cam_mirror = {cam_vec.x,
											 cam_vec.y,
											 -cam_vec.z};
				/* 角度のずれを格納する */
				/*  -PI/2 ~ PI/2 */
				float angle_h = atanf(reflect_cam.x / reflect_cam.y) -
								atanf(reflect_cam_mirror.x / reflect_cam_mirror.y);
				float angle_v = atanf(reflect_cam.z / reflect_cam.y) -
								atanf(reflect_cam_mirror.z / reflect_cam_mirror.y);

				/* 30°を最大とする */
				angle_h = 0.5f + angle_h / 0.5236f;
				angle_v = 0.5f - angle_v / 0.5236f;

				/* クランプ */
				angle_h = (angle_h < 0.0f) ? 0.0f : ((angle_h > 1.0f) ? 1.0f : angle_h);
				angle_v = (angle_v < 0.0f) ? 0.0f : ((angle_v > 1.0f) ? 1.0f : angle_v);

				if (p.renderMode == 2) {
					(*out_p).x = angle_h;
					(*out_p).y = angle_v;
					(*out_p).z = 0.0f;
					(*out_p).w = 1.0f;
				} else //  p.renderMode == 4
				{
					if (!isSubWave) {
						(*out_p).y = angle_v;
						(*out_p).z = 0.0f;
						(*out_p).w = 1.0f;
					} else
						(*out_p).x = angle_v;
				}
			}
			/* フレネル反射モード */
			else if (p.renderMode == 3) {
				cam_vec.x *= -1;
				cam_vec.y *= -1;
				cam_vec.z *= -1;
				float diffuse_angle = acosf(dot(normal, cam_vec)) * 180.0f / 3.14159f;
				float ref = 0.0f;
				if (diffuse_angle >= 0.0f && diffuse_angle < 90.0f) {
					int index = (int)diffuse_angle;
					float ratio = diffuse_angle - (float)index;
					float fresnel_ref = fresnel[index] * (1.0f - ratio) +
										fresnel[index + 1] * ratio;
					ref = (fresnel_ref - p.base_fresnel_ref) /
						  (1.0f - p.base_fresnel_ref);
				} else if (diffuse_angle >= 90.0f)
					ref = 1.0f;

				/* クランプ */
				ref = (ref < 0.0f) ? 0.0f : ((ref > 1.0f) ? 1.0f : ref);
				(*out_p).x = ref;
				(*out_p).y = ref;
				(*out_p).z = ref;
				(*out_p).w = (p.alp_rend_sw) ? ref : 1.0f;
			}
		}
	}
}

//------------------------------------------------------------

void Iwa_PNPerspectiveFx::getParamUIs(TParamUIConcept *&concepts, int &length)
{
	concepts = new TParamUIConcept[length = 1];

	concepts[0].m_type = TParamUIConcept::POINT;
	concepts[0].m_label = "Eye Level";
	concepts[0].m_params.push_back(m_eyeLevel);
}

FX_PLUGIN_IDENTIFIER(Iwa_PNPerspectiveFx, "iwa_PNPerspectiveFx");