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drawImage.cpp

///////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
// 
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// *       Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// *       Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// *       Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission. 
// 
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
///////////////////////////////////////////////////////////////////////////



//-----------------------------------------------------------------------------
//
//    Functions that algorithmically generate images, so that
//    the code examples for image file reading and writing have
//    data they can work with.
//    Note that it is not necessary to study the code below in
//    order to understand how the file I/O code examples work.
//
//-----------------------------------------------------------------------------


#include <drawImage.h>
#include <math.h>
#include <stdlib.h>
#include <float.h>
#include <algorithm>

using namespace Imf;
using namespace std;

namespace
{

float
pw (float x, int y)
{
    float p = 1;

    while (y)
    {
      if (y & 1)
          p *= x;

      x *= x;
      y >>= 1;
    }

    return p;
}


void
sp (Array2D<Rgba> &px, int w, int h,
    float xc, float yc, float rc,
    float rd, float gn, float bl, float lm)
{
    int x1 = int (max ((float) floor (xc - rc),  0.0f));
    int x2 = int (min ((float) ceil  (xc + rc), w - 1.0f));
    int y1 = int (max ((float) floor (yc - rc),  0.0f));
    int y2 = int (min ((float) ceil  (yc + rc), h - 1.0f));

    for (int y = y1; y <= y2; ++y)
    {
      for (int x = x1; x <= x2; ++x)
      {
          float xl = (x - xc) / rc;
          float yl = (y - yc) / rc;
          float r  = sqrt (xl * xl + yl * yl);

          if (r >= 1)
            continue;

          float a = 1;

          if (r * rc > rc - 1)
            a = rc - r * rc;

          float zl = sqrt (1 - r * r);
          float dl = xl * 0.42426 - yl * 0.56568 + zl * 0.70710;

          if (dl < 0)
            dl *= -0.1;

          float hl = pw (dl, 50) * 4;
          float dr = (dl + hl) * rd;
          float dg = (dl + hl) * gn;
          float db = (dl + hl) * bl;

          Rgba &p = px[y][x];
          p.r = p.r * (1 - a) + dr * lm * a;
          p.g = p.g * (1 - a) + dg * lm * a;
          p.b = p.b * (1 - a) + db * lm * a;
          p.a = 1 - (1 - p.a) * (1 - a);
      }
    }
}


void
zsp (Array2D<half> &gpx, Array2D<float> &zpx, int w, int h,
     float xc, float yc, float zc, float rc, float gn)
{
    int x1 = int (max ((float) floor (xc - rc),  0.0f));
    int x2 = int (min ((float) ceil  (xc + rc), w - 1.0f));
    int y1 = int (max ((float) floor (yc - rc),  0.0f));
    int y2 = int (min ((float) ceil  (yc + rc), h - 1.0f));

    for (int x = x1; x <= x2; ++x)
    {
      for (int y = y1; y <= y2; ++y)
      {
          float xl = (x - xc) / rc;
          float yl = (y - yc) / rc;
          float r  = sqrt (xl * xl + yl * yl);

          if (r >= 1)
            continue;

          float a = 1;

          if (r * rc > rc - 1)
            a = rc - r * rc;

          float zl = sqrt (1 - r * r);
          float zp = zc - rc * zl;

          if (zp >= zpx[y][x])
            continue;

          float dl = xl * 0.42426 - yl * 0.56568 + zl * 0.70710;

          if (dl < 0)
            dl *= -0.1;

          float hl = pw (dl, 50) * 4;
          float dg = (dl + hl) * gn;

          gpx[y][x] = dg;
          zpx[y][x] = zp;
      }
    }
}


inline float
z (float k)
{
    k = 2 * (k - int (k));
    return (k < 1)? k: 2 - k;
}


inline void
clear (Rgba &color)
{
    color.r = 0;
    color.g = 0;
    color.b = 0;
}


inline void
clear (GZ &gz)
{
    gz.g = 0;
    gz.z = 0;
}


void
add (float k, Rgba &color)
{
    color.a = k;
    k *= 4;
    color.r += 0.1f + 4 * z (k);
    color.g += 0.1f + 4 * z (k + .33333f);
    color.b += 0.1f + 4 * z (k + .66667f);
}


void
add (float k, GZ &gz)
{
    k *= 5;
    gz.g += 4 * z (k);
    gz.z = k;
}


inline void
scale (float f, Rgba &color)
{
    color.r *= f;
    color.g *= f;
    color.b *= f;
    color.a *= f;
}


inline void
scale (float f, GZ &gz)
{
    gz.g *= f;
    gz.z *= f;
}


template <class P>
void
mndl (Array2D <P> &px,
      int w, int h,
      int xMin, int xMax,
      int yMin, int yMax,
      int xSamples, int ySamples,
      double rMin,
      double rMax,
      double iMin,
      double aspect,
      double rSeed,
      double iSeed)
{
    if (xSamples > 6)
      xSamples = 6;

    if (ySamples > 6)
      ySamples = 6;

    double iMax = iMin + aspect * (rMax - rMin) * h / w;
    double sx = double (rMax - rMin) / w;
    double sy = double (iMax - iMin) / h;
    double tx = 1.f / xSamples;
    double ty = 1.f / ySamples;
    float  t  = tx * ty;

    for (int y = yMin; y < yMax; ++y)
    {
        for (int x = xMin; x < xMax; ++x)
        {
            P &p = px[y - yMin][x - xMin];

          clear (p);

          for (int i = 0; i < xSamples; ++i)
            {
            for (int j = 0; j < ySamples; ++j)
                {
                    const double a = rMin + sx * (x + i * tx);
                const double b = iMin + sy * (y + j * ty);
                const double sMax = 100;
                const int kMax = 256;
                    double r = rSeed;
                double i = iSeed;
                double s = 0;
                    int k = 0;

                    while (k < kMax && s < sMax)
                    {
                        s = r * r - i * i;
                        i = 2 * r * i + b;
                        r = s + a;
                        k++;
                    }

                add (k / float (kMax), p);
                }
            }

          scale (t, p);
        }
    }
}

} // namespace


void
drawImage1 (Array2D<Rgba> &px, int w, int h)
{
    for (int y = 0; y < h; ++y)
    {
      for (int x = 0; x < w; ++x)
      {
          Rgba &p = px[y][x];
          p.r = 0;
          p.g = 0;
          p.b = 0;
          p.a = 0;
      }
    }

    int n = 5600;

    for (int i = 0; i < n; ++i)
    {
      float t = (i * 2.0 * M_PI) / n;
      float xp = sin (t * 2.0) + 0.2 * sin (t * 15.0);
      float yp = cos (t * 3.0) + 0.2 * cos (t * 15.0);
      float r = float (i + 1) / float (n);
      float xq = xp + 0.3 * r * sin (t * 80.0);
      float yq = yp + 0.3 * r * cos (t * 80.0);
      float xr = xp + 0.3 * r * sin (t * 80.0 + M_PI / 2);
      float yr = yp + 0.3 * r * cos (t * 80.0 + M_PI / 2);

      if (i % 10 == 0)
          sp (px, w, h,
            xp * w / 3 + w / 2, yp * h / 3 + h / 2,
            w * 0.05 * r,
            2.0, 0.8, 0.1,
            0.5 * r * r);

      sp (px, w, h,
          xq * w / 3 + w / 2, yq * h / 3 + h / 2,
          w * 0.01 * r,
          0.7, 0.2, 2.0,
          0.5 * r * r);

      sp (px, w, h,
          xr * w / 3 + w / 2, yr * h / 3 + h / 2,
          w * 0.01 * r,
          0.2, 1.5, 0.1,
          0.5 * r * r);
    }
}


void
drawImage2 (Array2D<half> &gpx, Array2D<float> &zpx, int w, int h)
{
    for (int y = 0; y < h; ++y)
    {
      for (int x = 0; x < w; ++x)
      {
          gpx[y][x] = 0;
          zpx[y][x] = FLT_MAX;
      }
    }

    int n = 2000;

    for (int i = 0; i < n; ++i)
    {
      float t = (i * 2.0 * M_PI) / n;
      float xp = sin (t * 4.0) + 0.2 * sin (t * 15.0);
      float yp = cos (t * 3.0) + 0.2 * cos (t * 15.0);
      float zp = sin (t * 5.0);
      float rd = 0.7 + 0.3 * sin (t * 15.0);
      float gn = 0.5 - 0.5 * zp + 0.2;

      zsp (gpx, zpx, w, h,
           xp * w / 3 + w / 2,
           yp * h / 3 + h / 2,
           zp * w + 3 * w,
           w * rd * 0.05,
           2.5 * gn * gn);
    }
}


void
drawImage3 (Array2D<Rgba> &px,
            int w, int h,
            int xMin, int xMax,
            int yMin, int yMax,
            int xLevel, int yLevel)
{
    mndl (px,
        w, h,
        xMin, xMax,
        yMin, yMax,
        (1 << xLevel), (1 << yLevel),
        0.328, 0.369,
        0.5,
        double (1 << yLevel) / double (1 << xLevel),
        -0.713, 0.9738);
}


void
drawImage4 (Array2D<Rgba> &px,
            int w, int h,
            int xMin, int xMax,
            int yMin, int yMax,
            int xLevel, int yLevel)
{
    mndl (px,
        w, h,
        xMin, xMax,
        yMin, yMax,
        (1 << xLevel), (1 << yLevel),
        0.3247, 0.33348,
        0.4346,
        double (1 << yLevel) / double (1 << xLevel),
        0.4, -0.765);
}


void
drawImage5 (Array2D<Rgba> &px,
            int w, int h,
            int xMin, int xMax,
            int yMin, int yMax,
            int xLevel, int yLevel)
{
    mndl (px,
        w, h,
        xMin, xMax,
        yMin, yMax,
        (1 << xLevel), (1 << yLevel),
        0.2839, 0.2852,
        0.00961,
        double (1 << yLevel) / double (1 << xLevel),
        0.25, 0.31);
}


void
drawImage6 (Array2D<GZ> &px, int w, int h)
{
    mndl (px,
        w, h,
        0, w,
        0, h,
        3, 3,
        -2.5, 1.0,
        -1.3333,
        1,
        0, 0);
}


void
drawImage7 (Array<Rgba> &px, int w, int h, int y)
{
    for (int x = 0; x < w; ++x)
    {
      float xc = x - w / 2;
      float yc = y - h / 2;
      float a = atan2 (xc, yc);
      float r = sqrt (xc * xc + yc * yc);

      Rgba &p = px[x];
      p.r = sin (3.0f * a + 0.3f * sin (0.10f * r)) * 0.5f + 0.5f;
      p.g = sin (3.0f * a + 0.3f * sin (0.11f * r)) * 0.5f + 0.5f;
      p.b = sin (3.0f * a + 0.3f * sin (0.12f * r)) * 0.5f + 0.5f;
      p.a = 1;
    }
}

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