forked from enlightenment/efl
Evas filters: Implement bump maps
These bump maps implement two light effects at once: - 3D Shadows - Specular lights The specular light is activated by a flag. Another flag enables compensation for darkening/whitening of horizontal surfaces. NOTE: This implementation is VERY SLOW. It uses double values and divisions all over the place. It might be possible to optimize by computing two LUTs before running the algorithm.
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/**
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* @brief Simple bump maps algorithms for the software engine
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* @file evas_filter_bump.c
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* @author Jean-Philippe ANDRE <jpeg@videolan.org>
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*/
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#include "evas_common_private.h"
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#include "evas_private.h"
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#include "evas_filter.h"
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#include "evas_filter_private.h"
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#include "evas_blend_private.h"
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#include <math.h>
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#undef ENFN
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#undef ENDT
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#define ENFN cmd->ctx->evas->engine.func
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#define ENDT cmd->ctx->evas->engine.data.output
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#define CLAMP(a,b,c) MIN(MAX((b),(a)),(c))
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#define DEFAULT_ZANGLE 45.f
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static Eina_Bool _bump_map_cpu_alpha_alpha(Evas_Filter_Command *cmd);
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static Eina_Bool _bump_map_cpu_alpha_rgba(Evas_Filter_Command *cmd);
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static Eina_Bool _bump_map_cpu_rgba_rgba(Evas_Filter_Command *cmd);
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Evas_Filter_Apply_Func
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evas_filter_bump_map_cpu_func_get(Evas_Filter_Command *cmd)
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{
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int w, h;
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EINA_SAFETY_ON_NULL_RETURN_VAL(cmd, NULL);
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EINA_SAFETY_ON_NULL_RETURN_VAL(cmd->input, NULL);
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EINA_SAFETY_ON_NULL_RETURN_VAL(cmd->mask, NULL);
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EINA_SAFETY_ON_NULL_RETURN_VAL(cmd->output, NULL);
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EINA_SAFETY_ON_FALSE_RETURN_VAL(cmd->input != cmd->output, NULL);
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EINA_SAFETY_ON_FALSE_RETURN_VAL(cmd->mask->alpha_only, NULL);
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EINA_SAFETY_ON_FALSE_RETURN_VAL((!cmd->output->alpha_only)
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|| cmd->input->alpha_only, NULL);
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w = cmd->input->w;
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h = cmd->input->h;
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EINA_SAFETY_ON_FALSE_RETURN_VAL(cmd->output->w == w, NULL);
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EINA_SAFETY_ON_FALSE_RETURN_VAL(cmd->output->h == h, NULL);
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EINA_SAFETY_ON_FALSE_RETURN_VAL(cmd->mask->w == w, NULL);
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EINA_SAFETY_ON_FALSE_RETURN_VAL(cmd->mask->h == h, NULL);
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if (cmd->input->alpha_only)
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{
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if (cmd->output->alpha_only)
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return _bump_map_cpu_alpha_alpha;
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else
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return _bump_map_cpu_alpha_rgba;
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}
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else
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return _bump_map_cpu_rgba_rgba;
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}
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static void
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_phong_alpha_generate(DATA8 *phong, DATA8 dark, DATA8 color, DATA8 white,
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float sf)
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{
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int x, y;
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// FIXME: Flat surfaces should be of color COLOR when compensate is set
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// FIXME: Include white in the computation for specular light
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(void) white;
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(void) sf;
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/*
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float3 lightDir = light.position - pos3D; //3D position in space of the surface
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float distance = length( lightDir );
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lightDir = lightDir / distance; // = normalize( lightDir );
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distance = distance * distance; //This line may be optimised using Inverse square root
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//Intensity of the diffuse light. Saturate to keep within the 0-1 range.
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float NdotL = dot( normal, lightDir );
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float intensity = saturate( NdotL );
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// Calculate the diffuse light factoring in light color, power and the attenuation
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OUT.Diffuse = intensity * light.diffuseColor * light.diffusePower / distance;
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//Calculate the half vector between the light vector and the view vector.
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//This is faster than calculating the actual reflective vector.
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float3 H = normalize( lightDir + viewDir );
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//Intensity of the specular light
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float NdotH = dot( normal, H );
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intensity = pow( saturate( NdotH ), specularHardness );
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//Sum up the specular light factoring
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OUT.Specular = intensity * light.specularColor * light.specularPower / distance;
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*/
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for (y = 0; y < 256; y++)
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for (x = 0; x < 256; x++)
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{
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float dx = (127.5 - x);
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float dy = (127.5 - y);
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float dist = sqrt(dx*dx + dy*dy) * 2.;
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int diff = dark + MAX(255 - dist, 0) * (color - dark) / 255;
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int spec = 0; // TODO
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phong[x + (y << 8)] = MIN(MAX(diff + spec, 0), 255);
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}
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}
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static Eina_Bool
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_bump_map_cpu_alpha_alpha(Evas_Filter_Command *cmd)
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{
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DATA8 *src, *map, *dst, *map_y1, *map_y2;
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DATA8 dark, color, white;
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DATA8 *phong;
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int x, y, w, h, lx, ly;
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float xyangle, zangle, sf, lxy;
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w = cmd->input->w;
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h = cmd->input->h;
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EINA_SAFETY_ON_FALSE_RETURN_VAL(w > 2 && h > 2, EINA_FALSE);
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src = ((RGBA_Image *) cmd->input->backing)->mask.data;
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map = ((RGBA_Image *) cmd->mask->backing)->mask.data;
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dst = ((RGBA_Image *) cmd->output->backing)->mask.data;
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EINA_SAFETY_ON_NULL_RETURN_VAL(src, EINA_FALSE);
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EINA_SAFETY_ON_NULL_RETURN_VAL(map, EINA_FALSE);
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EINA_SAFETY_ON_NULL_RETURN_VAL(dst, EINA_FALSE);
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xyangle = cmd->bump.xyangle;
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zangle = cmd->bump.zangle;
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sf = cmd->bump.specular_factor;
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dark = cmd->bump.dark >> 24;
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white = cmd->bump.white >> 24;
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color = cmd->bump.color >> 24;
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// Convenience for alpha output only
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if ((!dark && !white && !color) ||
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(dark == 0xff && white == 0xff && color == 0xff))
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{
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INF("Bump colors are all 0 or 255. Using low byte instead of alpha.");
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dark = cmd->bump.dark & 0xff;
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white = cmd->bump.white & 0xff;
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color = cmd->bump.color & 0xff;
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}
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// Compute appropriate lx, ly
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if (abs(zangle) >= 90)
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{
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WRN("Z angle was defined as %.0f, out of range. Defaults to %.0f.",
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zangle, DEFAULT_ZANGLE);
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zangle = DEFAULT_ZANGLE;
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}
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lxy = sin(abs(zangle * M_PI / 180.));
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lx = (int) (40.f * (lxy + 1.0) * cos(xyangle * M_PI / 180.));
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ly = (int) (40.f * (lxy + 1.0) * sin(xyangle * M_PI / 180.));
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INF("Using light vector (%d,%d)", lx, ly);
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// Generate light table
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phong = malloc(256 * 256 * sizeof(*phong));
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EINA_SAFETY_ON_NULL_RETURN_VAL(phong, EINA_FALSE);
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_phong_alpha_generate(phong, dark, color, white, sf);
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for (y = 0; y < h; y++)
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{
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int gx, gy, vx, vy;
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if (!y)
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{
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map_y1 = map;
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map_y2 = map + w;
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}
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else if (y == (h - 1))
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{
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map_y1 = map - w;
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map_y2 = map;
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}
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else
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{
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map_y1 = map - w;
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map_y2 = map + w;
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}
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// x = 0
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gx = (map[1] - map[0]) / 2;
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gy = (*map_y2 - *map_y1) / 2;
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vx = gx + lx + 127;
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vy = (-gy) + ly + 127;
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//printf("dx,dy: %d,%d, lx,ly: %d,%d, vx,vy: %d,%d\n", gx, gy, lx, ly, vx, vy);
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if ((vx & 0xFF00) || (vy & 0xFF00))
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*dst = *src * dark;
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else
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*dst = (*src * phong[(vy << 8) + vx]) >> 8;
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dst++, src++, map_y1++, map_y2++;
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for (x = 1; x < (w - 1); x++, map++, map_y1++, map_y2++, src++, dst++)
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{
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// note: map is one pixel left of (x,y)
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if (!*src)
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{
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*dst = 0;
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continue;
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}
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// compute gradient (gx, gy). this gives us the normal vector
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gx = (map[2] - map[0]) / 2;
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gy = (*map_y2 - *map_y1) / 2;
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// compute halfway vector between light and gradient vectors
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vx = gx + lx + 127;
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vy = (-gy) + ly + 127;
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// take light from the phong table
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if ((vx & 0xFF00) || (vy & 0xFF00))
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*dst = *src * dark;
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else
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*dst = (*src * phong[(vy << 8) + vx]) >> 8;
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}
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// x = (w - 1)
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gx = (map[1] - map[0]) / 2;
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gy = (*map_y2 - *map_y1) / 2;
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vx = gx + lx + 127;
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vy = (-gy) + ly + 127;
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if ((vx & 0xFF00) || (vy & 0xFF00))
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*dst = *src * dark;
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else
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*dst = (*src * phong[(vy << 8) + vx]) >> 8;
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map += 2;
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dst++;
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src++;
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}
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free(phong);
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return EINA_TRUE;
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}
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static Eina_Bool
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_bump_map_cpu_alpha_rgba(Evas_Filter_Command *cmd)
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{
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DATA8 *src, *map, *map_y1, *map_y2;
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DATA32 *dst;
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DATA32 dark, color, white, col;
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//DATA32 *phong;
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Eina_Bool compensate;
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int x, y, w, h, lx, ly, lz, gz, NL, diffusion, gzlz, gz2;
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double xyangle, zangle, sf, lxy, elevation;
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w = cmd->input->w;
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h = cmd->input->h;
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EINA_SAFETY_ON_FALSE_RETURN_VAL(w > 2 && h > 2, EINA_FALSE);
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src = ((RGBA_Image *) cmd->input->backing)->mask.data;
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map = ((RGBA_Image *) cmd->mask->backing)->mask.data;
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dst = ((RGBA_Image *) cmd->output->backing)->image.data;
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EINA_SAFETY_ON_NULL_RETURN_VAL(src, EINA_FALSE);
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EINA_SAFETY_ON_NULL_RETURN_VAL(map, EINA_FALSE);
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EINA_SAFETY_ON_NULL_RETURN_VAL(dst, EINA_FALSE);
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xyangle = cmd->bump.xyangle;
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zangle = cmd->bump.zangle;
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sf = cmd->bump.specular_factor;
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compensate = cmd->bump.compensate;
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elevation = cmd->bump.elevation;
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dark = cmd->bump.dark;
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white = cmd->bump.white;
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color = cmd->bump.color;
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// Compute appropriate lx, ly
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if (abs(zangle) >= 90)
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{
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WRN("Z angle was defined as %.0f, out of range. Defaults to %.0f.",
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zangle, DEFAULT_ZANGLE);
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zangle = DEFAULT_ZANGLE;
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}
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lxy = 255. * cos(zangle * M_PI / 180.);
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lx = (int) (lxy * cos(xyangle * M_PI / 180.));
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ly = (int) (lxy * sin(xyangle * M_PI / 180.));
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lz = (int) (255. * sin(zangle));
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INF("Using light vector (%d,%d,%d)", lx, ly, lz);
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if (elevation <= 0)
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{
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WRN("Invalid elevation value of %.0f, using 10 instead.", elevation);
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elevation = 10.0;
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}
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gz = (6*255) / elevation;
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gzlz = gz * lz;
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gz2 = gz * gz;
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// Generate light table
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// FIXME: phong LUT not used (we need two)
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//phong = malloc(256 * 256 * sizeof(*phong));
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//EINA_SAFETY_ON_NULL_RETURN_VAL(phong, EINA_FALSE);
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//_phong_rgba_generate(phong, 1.5, sf, 20, dark, color, white);
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// FIXME: x=0 and x=w-1 are NOT implemented.
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for (y = 0; y < h; y++)
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{
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int gx, gy;
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if (!y)
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{
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map_y1 = map;
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map_y2 = map + w;
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}
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else if (y == (h - 1))
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{
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map_y1 = map - w;
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map_y2 = map;
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}
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else
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{
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map_y1 = map - w;
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map_y2 = map + w;
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}
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for (x = 0; x < w; x++, dst++, src++, map++, map_y1++, map_y2++)
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{
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if (!*src) continue;
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/* Color intensity is defined as:
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* I = Kd*N.L*Cd + Ks*N.H*Cs
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* Where Ks and Kd are 1 in this implementation
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* And Cs is white, Cd is color
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*/
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/* Compute N.L
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* N = (gx,gy,gz)
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* L = (lx,ly,lz) |L| = 255
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*/
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if (EINA_LIKELY(x && (x < (w - 1))))
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{
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gx = map[-1] + map_y1[-1] + map_y2[-1] - map[1] - map_y1[1] - map_y2[1];
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gy = map_y2[-1] + map_y2[0] + map_y2[1] - map_y1[-1] - map_y1[0] - map_y1[1];
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}
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else if (!x)
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{
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gx = map[0] + map_y1[0] + map_y2[0] - map[1] - map_y1[1] - map_y2[1];
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gy = map_y2[0] + map_y2[1] + map_y2[1] - map_y1[0] - map_y1[1] - map_y1[1];
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}
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else
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{
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gx = map[-1] + map_y1[-1] + map_y2[-1] - map[0] - map_y1[0] - map_y2[0];
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gy = map_y2[-1] + map_y2[0] + map_y2[0] - map_y1[-1] - map_y1[0] - map_y1[0];
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}
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NL = gx*lx + gy*ly + gzlz;
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if (0 && NL < 0)
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{
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// TODO: Check this
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diffusion = lz;
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}
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else
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{
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int g2 = gx*gx + gy*gy + gz2;
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diffusion = NL / sqrt(MAX(g2, 1));
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//diffusion += MAX(0, lz - diffusion);
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}
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if (compensate)
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diffusion = diffusion * 255 / lz;
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diffusion = CLAMP(1, diffusion + 1, 256);
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col = INTERP_256(diffusion, color, dark);
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if (sf > 0)
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{
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/* Compute N.H
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* H = (L+V) / |L+V|
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* V = (0,0,255)
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* L = (lx,ly,lz) |L| = 255
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*/
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// FIXME: All these doubles :)
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int shine;
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const double hnorm = sqrt(lx*lx + ly*ly + (lz+255)*(lz+255));
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const double hx = (double) lx / hnorm;
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const double hy = (double) ly / hnorm;
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const double hz = (double) (lz+255) / hnorm;
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double NHx = hx*gx / 255.0;
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double NHy = hy*gy / 255.0;
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double nz = sqrt(255.0*255.0 - gx*gx - gy*gy);
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double NHz = (hz*nz) / 255.0;
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double NH = NHx + NHy + NHz;
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double specular = NH > 0 ? pow(NH, sf) : 0;
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if (compensate)
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{
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const double basespecular = pow(hz, sf);
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shine = (specular - basespecular) * 255.0 / (1.0 - basespecular);
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}
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else shine = specular * 255.0;
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col = INTERP_256(CLAMP(1, shine + 1, 256), white, col);
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}
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*dst = INTERP_256(*src + 1, col, *dst);
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}
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}
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return EINA_TRUE;
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}
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static Eina_Bool
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_bump_map_cpu_rgba_rgba(Evas_Filter_Command *cmd)
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{
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(void) cmd;
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CRIT("Not implemented yet.");
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return EINA_FALSE;
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}
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