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DAG.h
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DAG.h
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///////////////////////////////////////////////////////////////////////////////////
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// File : DAG.h
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///////////////////////////////////////////////////////////////////////////////////
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//
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// LumosQuad - A Lightning Generator
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// Copyright 2007
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// The University of North Carolina at Chapel Hill
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//
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///////////////////////////////////////////////////////////////////////////////////
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// The University of North Carolina at Chapel Hill makes no representations
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// about the suitability of this software for any purpose. It is provided
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// "as is" without express or implied warranty.
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//
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// Permission to use, copy, modify and distribute this software and its
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// documentation for educational, research and non-profit purposes, without
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// fee, and without a written agreement is hereby granted, provided that the
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// above copyright notice and the following three paragraphs appear in all
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// copies.
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//
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// THE UNIVERSITY OF NORTH CAROLINA SPECIFICALLY DISCLAIM ANY WARRANTIES,
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// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN
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// "AS IS" BASIS, AND THE UNIVERSITY OF NORTH CAROLINA HAS NO OBLIGATION TO
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// PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS.
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//
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// Please send questions and comments about LumosQuad to kim@cs.unc.edu.
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//
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///////////////////////////////////////////////////////////////////////////////////
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//
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// This program uses OpenEXR, which has the following restrictions:
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//
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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#ifndef DAG_H
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#define DAG_H
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#include <map>
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#include <vector>
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#include <cmath>
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#include <GL/glut.h>
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#include <iostream>
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using namespace std;
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////////////////////////////////////////////////////////////////////
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/// \brief Directed acyclic graph that renders the final lightning
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////////////////////////////////////////////////////////////////////
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class DAG
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{
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public:
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//! constructor
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DAG(int xRes, int yRes);
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//! destructor
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virtual ~DAG();
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//! build the stepped ladder
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void buildLeader(int bottomHit);
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//! add DAG segment
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bool addSegment(int index, int neighbor);
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//! draw to OpenGL
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void draw() { drawNode(_root); };
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//! draw to an offscreen buffer
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float*& drawOffscreen(int scale = 1);
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//! read in a new DAG
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void read(const char* filename);
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//! write out the current DAG
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void write(const char* filename);
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//! quadtree x resolution accessor
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int xRes() { return _xRes; };
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//! quadtree y resolution accessor
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int yRes() { return _yRes; };
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//! input image x resolution accessor
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int& inputWidth() { return _inputWidth; };
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//! input image y resolution accessor
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int& inputHeight() { return _inputHeight; };
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private:
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//! x resolution of quadtree
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int _xRes;
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//! y resolution of quadtree
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int _yRes;
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//! physical length of one grid cell
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float _dx;
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//! physical length of one grid cell
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float _dy;
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////////////////////////////////////////////////////////////////////
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/// \brief node for line segment tree
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////////////////////////////////////////////////////////////////////
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struct NODE {
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int index;
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vector<NODE*> neighbors;
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NODE* parent;
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bool leader;
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bool secondary;
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int depth;
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NODE* maxDepthNode;
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float intensity;
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NODE(int indexIn) {
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index = indexIn;
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parent = NULL;
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leader = false;
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depth = 0;
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maxDepthNode = NULL;
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};
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};
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//! recursive destructor
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void deleteNode(NODE* root);
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//! root of DAG
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NODE* _root;
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//! hash table of DAG nodes
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map<int, NODE*> _hash;
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//! build side branch
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void buildBranch(NODE* node, int depth);
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//! draw a node to OpenGL
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void drawNode(NODE* root);
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//! find the deepest node in a given subtree
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void findDeepest(NODE* root, NODE*& deepest);
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//! read in a DAG node
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void readNode(FILE* file);
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//! write out a DAG node
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void writeNode(NODE* root, FILE* file);
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//! total number of nodes in scene
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int _totalNodes;
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//! node that finally hit bottom
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int _bottomHit;
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//! set the line segment intensities
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void buildIntensity(NODE* root);
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//! brightness of secondary branch
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float _secondaryIntensity;
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//! brightness of primary branch
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float _leaderIntensity;
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////////////////////////////////////////////////////////////////
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// offscreen buffer variables
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////////////////////////////////////////////////////////////////
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//! offscreen buffer
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float* _offscreenBuffer;
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//! width of offscreen buffer
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int _width;
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//! height of offscreen buffer
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int _height;
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//! scale of offscreen buffer compared to original image
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int _scale;
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//! draw a given node in the DAG
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void drawOffscreenNode(NODE* root);
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//! rasterize a single line to the offscreen buffer
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void drawLine(int begin[], int end[], float intensity);
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//! input image x resolution
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int _inputWidth;
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//! input image y resolution
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int _inputHeight;
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};
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#endif
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