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| void VC3( vector< double > & coord )
{
string line;
ifstream myfile ("test2.txt");
if (myfile.is_open())
{
coord.reserve(1200);
while ( getline (myfile,line))
{
stringstream ss(line);
double nombre1;
double nombre2;
double nombre3;
char sep;
while(ss >> nombre1 >> sep >> nombre2 >> sep >> nombre3)
{
coord.push_back(nombre3);
}
}
myfile.close();
}
else cout << "Unable to open file";
}
// Deuxième parie : algorithme d'ombrage
void Color( vector< double > &lightcolor )
{
vector< double > heightmap;
VC3( heightmap ); //fonction qui remplit le vector heightmap
double s;
s = heightmap.size();
int size;
size = sqrt(s);
lightcolor.resize(s);
// calcule lightDir selon la position du soleil, heure par heure, pendant l'année
float direct = 0;
int j = 180;
int t = 20;
double pi = 3.141592654;
float Io = 0;
Io = 1367*(1+ 0.033*cos(j*2*pi/365.25));
// on obtient les 3 composantes de la lumière :
float lightDir[3];
lightDir[0] = 0.9;
lightDir[1] = -0.4;
lightDir[2] = 0.6;
// Masque de l'horizon
// create flag buffer to indicate where we've been
float *flagMap = new float[s];
for(int i = 0; i < s; i++)
flagMap[i] = 0;
int *X, *Y;
int iX, iY;
int dirX, dirY;
int index;
// calculate absolute values for light direction
float lightDirXMagnitude = lightDir[0];
float lightDirZMagnitude = lightDir[2];
if(lightDirXMagnitude < 0) lightDirXMagnitude *= -1;
if(lightDirZMagnitude < 0) lightDirZMagnitude *= -1;
// decide which loop will come first, the y loop or x loop
// based on direction of light, makes calculations faster
if(lightDirXMagnitude > lightDirZMagnitude)
{
Y = &iX;
X = &iY;
if(lightDir[0] < 0)
{
iY = size-1;
dirY = -1;
}
else
{
iY = 0;
dirY = 1;
}
if(lightDir[2] < 0)
{
iX = size-1;
dirX = -1;
}
else
{
iX = 0;
dirX = 1;
}
}
else
{
Y = &iY;
X = &iX;
if(lightDir[0] < 0)
{
iX = size-1;
dirX = -1;
}
else
{
iX = 0;
dirX = 1;
}
if(lightDir[2] < 0)
{
iY = size-1;
dirY = -1;
}
else
{
iY = 0;
dirY = 1;
}
}
// outer loop
while(1)
{
// inner loop
while(1)
{
float px, py, height, distance;
int index;
px = *X;
py = *Y;
index = (*Y)* size + (*X);
vector<double>::iterator it = lightcolor.begin()+index;
// travel along ray
while(1)
{
px -= lightDir[0];
py -= lightDir[2];
// check if we've reached the boundary
if(px < 0 || px >= size-1 || py < 0 || py >= size-1)
{
flagMap[index] = -1;
*it =255;
direct += 1300;
break;
}
(...lignes sans rapport...)
// get height at current point while traveling along light ray
height = heightmap[index] - lightDir[1]*distance;
static float val;
val = interpolatedHeight;
if(0 < interpolatedFlagMap) val = interpolatedFlagMap + interpolatedHeight;
if(height < val)
{
flagMap[index] = val - height ;
*it =0;
break;
}
else
{
flagMap[index] = -1.0;
// calcul de la composante directe sur un plan incliné :
*it =255;
break;
}
}
// update inner loop variable
if(dirY < 0)
{
iY--;
if(iY < 0) break;
}
else
{
iY++;
if(iY >= size) break;
}
}
// reset inner loop starting point
if(dirY < 0) iY = size - 1;
else iY = 0;
// update outer loop variable
if(dirX < 0)
{
iX--;
if(iX < 0) break;
}
else
{
iX++;
if(iX >= size) break;
}
}
delete [] flagMap;
cout << "tâche 4 terminée"<< ' ';
} |
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