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1 #include <stdio.h>
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2 #include <math.h>
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3 #include "camera.h"
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4
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5 static void calc_sample_pos_rec(int sidx, float xsz, float ysz, float *pos);
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6
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7 Camera::Camera()
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8 {
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9 vfov = M_PI / 4.0;
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10 cached_matrix_valid = false;
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11
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12 rdir_cache_width = rdir_cache_height = 0;
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13 rdir_cache_fov = 0;
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14 rdir_cache = 0;
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15 }
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16
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17 Camera::Camera(const Vector3 &p)
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18 : pos(p)
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19 {
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20 vfov = M_PI / 4.0;
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21 cached_matrix_valid = false;
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22
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23 rdir_cache_width = rdir_cache_height = 0;
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24 rdir_cache_fov = 0;
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25 rdir_cache = 0;
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26 }
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27
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28 Camera::~Camera()
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29 {
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30 delete [] rdir_cache;
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31 }
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32
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33 void Camera::set_fov(float vfov)
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34 {
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35 this->vfov = vfov;
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36 }
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37
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38 float Camera::get_fov() const
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39 {
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40 return vfov;
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41 }
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42
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43 void Camera::set_position(const Vector3 &pos)
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44 {
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45 this->pos = pos;
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46 cached_matrix_valid = false; // invalidate the cached matrix
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47 }
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48
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49 const Vector3 &Camera::get_position() const
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50 {
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51 return pos;
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52 }
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53
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54 const Matrix4x4 &Camera::get_matrix() const
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55 {
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56 if(!cached_matrix_valid) {
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57 calc_matrix(&cached_matrix);
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58 cached_matrix_valid = true;
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59 }
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60 return cached_matrix;
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61 }
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62
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63 Vector2 Camera::calc_sample_pos(int x, int y, int xsz, int ysz, int sample) const
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64 {
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65 float ppos[2];
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66 float aspect = (float)xsz / (float)ysz;
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67
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68 float pwidth = 2.0 * aspect / (float)xsz;
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69 float pheight = 2.0 / (float)ysz;
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70
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71 ppos[0] = (float)x * pwidth - aspect;
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72 ppos[1] = 1.0 - (float)y * pheight;
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73
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74 calc_sample_pos_rec(sample, pwidth, pheight, ppos);
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75 return Vector2(ppos[0], ppos[1]);
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76 }
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77
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78 Ray Camera::get_primary_ray(int x, int y, int xsz, int ysz, int sample) const
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79 {
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80 #pragma omp single
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81 {
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82 if(!rdir_cache || rdir_cache_width != xsz || rdir_cache_height != ysz ||
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83 fabs(rdir_cache_fov - vfov) > 1e-4) {
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84 printf("calculating primary ray direction cache (%dx%d)\n", xsz, ysz);
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85
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86 delete [] rdir_cache;
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87 rdir_cache = new Vector3[xsz * ysz];
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88
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89 #pragma omp parallel for
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90 for(int i=0; i<ysz; i++) {
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91 Vector3 *rdir = rdir_cache + i * xsz;
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92 for(int j=0; j<xsz; j++) {
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93 Vector2 ppos = calc_sample_pos(j, i, xsz, ysz, 0);
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94
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95 rdir->x = ppos.x;
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96 rdir->y = ppos.y;
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97 rdir->z = 1.0 / tan(vfov / 2.0);
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98 rdir->normalize();
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99
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100 rdir++;
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101 }
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102 }
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103 rdir_cache_width = xsz;
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104 rdir_cache_height = ysz;
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105 rdir_cache_fov = vfov;
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106 }
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107 }
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108
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109 Ray ray;
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110 ray.origin = pos;
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111 ray.dir = rdir_cache[y * xsz + x];
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112
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113 // transform the ray direction with the camera matrix
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114 Matrix4x4 mat = get_matrix();
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115 mat.m[0][3] = mat.m[1][3] = mat.m[2][3] = mat.m[3][0] = mat.m[3][1] = mat.m[3][2] = 0.0;
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116 mat.m[3][3] = 1.0;
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117
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118 ray.dir = ray.dir.transformed(mat);
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119 return ray;
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120 }
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121
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122 TargetCamera::TargetCamera() {}
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123
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124 TargetCamera::TargetCamera(const Vector3 &pos, const Vector3 &targ)
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125 : Camera(pos), target(targ)
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126 {
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127 }
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128
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129 void TargetCamera::set_target(const Vector3 &targ)
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130 {
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131 target = targ;
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132 cached_matrix_valid = false; // invalidate the cached matrix
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133 }
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134
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135 const Vector3 &TargetCamera::get_target() const
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136 {
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137 return target;
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138 }
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139
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140 void TargetCamera::calc_matrix(Matrix4x4 *mat) const
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141 {
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142 Vector3 up(0, 1, 0);
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143 Vector3 dir = (target - pos).normalized();
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144 Vector3 right = cross_product(up, dir);
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145 up = cross_product(dir, right);
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146
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147 *mat = Matrix4x4(
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148 right.x, up.x, dir.x, pos.x,
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149 right.y, up.y, dir.y, pos.y,
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150 right.z, up.z, dir.z, pos.z,
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151 0.0, 0.0, 0.0, 1.0);
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152 }
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153
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154 void FlyCamera::input_move(float x, float y, float z)
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155 {
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156 static const Vector3 vfwd(0, 0, 1), vright(1, 0, 0);
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157
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158 Vector3 k = vfwd.transformed(rot);
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159 Vector3 i = vright.transformed(rot);
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160 Vector3 j = cross_product(k, i);
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161
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162 pos += i * x + j * y + k * z;
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163 cached_matrix_valid = false;
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164 }
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165
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166 void FlyCamera::input_rotate(float x, float y, float z)
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167 {
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168 Vector3 axis(x, y, z);
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169 float axis_len = axis.length();
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170 if(fabs(axis_len) < 1e-5) {
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171 return;
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172 }
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173 rot.rotate(axis / axis_len, -axis_len);
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174 rot.normalize();
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175
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176 cached_matrix_valid = false;
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177 }
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178
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179 void FlyCamera::calc_matrix(Matrix4x4 *mat) const
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180 {
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181 Matrix4x4 tmat;
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182 tmat.set_translation(pos);
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183
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184 Matrix3x3 rmat = rot.get_rotation_matrix();
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185
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186 *mat = tmat * Matrix4x4(rmat);
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187 }
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188
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189 /* generates a sample position for sample number sidx, in the unit square
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190 * by recursive subdivision and jittering
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191 */
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192 static void calc_sample_pos_rec(int sidx, float xsz, float ysz, float *pos)
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193 {
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194 static const float subpt[4][2] = {
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195 {-0.25, -0.25}, {0.25, -0.25}, {-0.25, 0.25}, {0.25, 0.25}
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196 };
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197
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198 if(!sidx) {
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199 return;
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200 }
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201
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202 /* determine which quadrant to recurse into */
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203 int quadrant = ((sidx - 1) % 4);
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204 pos[0] += subpt[quadrant][0] * xsz;
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205 pos[1] += subpt[quadrant][1] * ysz;
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206
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207 calc_sample_pos_rec((sidx - 1) / 4, xsz / 2, ysz / 2, pos);
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208 }
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