Newton, work in progress.
[GPU.git] / WCudaMSE / Student_Cuda_Image / src / cpp / core / 03_Newton / moo / device / math / NewtonMath.h
index 5edf6ee..3c76170 100755 (executable)
 #define NEWTON_MATH_H_\r
 \r
 #include <cmath>\r
+#include <float.h>\r
+#include <stdio.h>\r
 \r
-#include "CalibreurF.h"\r
 #include "ColorTools.h"\r
 \r
 class NewtonMath\r
     {\r
+        enum Solution {\r
+            A, // (1 0)\r
+            B, // (-1/2 sqrt(3)/2)\r
+            C // (-1/2 -sqrt(3)/2)\r
+        };\r
+\r
+        /*\r
+         * Renvoie la valeur (x1, x2) de l'itération suivante (i+1).\r
+         */\r
+        __device__\r
+        static void nextX(float x1, float x2, float& x1_next, float& x2_next)\r
+            {\r
+            float f_x1 = powf(x1, 3.0) - 3.0 * x1 * powf(x2, 2.0) - 1.0;\r
+            float f_x2 = powf(x2, 3.0) - 3.0 * powf(x1, 2.0) * x2;\r
+\r
+            // La matrice est représentée comme cela :\r
+            // a b\r
+            // c d\r
+            float jacobienne_f_x_a = 3.0 * powf(x1, 2.0) - 3.0 * powf(x2, 2.0);\r
+            float jacobienne_f_x_b = -6.0 * x1 * x2;\r
+            float jacobienne_f_x_c = -6.0 * x1 * x2;\r
+            float jacobienne_f_x_d = -3.0 * powf(x1, 2.0) + 3.0 * powf(x2, 2.0);\r
+\r
+            float det_inverse_jacobienne = 1.0 / (jacobienne_f_x_a * jacobienne_f_x_d - jacobienne_f_x_b * jacobienne_f_x_c);\r
+            float jacobienne_f_x_a_inverse = jacobienne_f_x_d * det_inverse_jacobienne;\r
+            float jacobienne_f_x_b_inverse = -jacobienne_f_x_b * det_inverse_jacobienne;\r
+            float jacobienne_f_x_c_inverse = -jacobienne_f_x_c * det_inverse_jacobienne;\r
+            float jacobienne_f_x_d_inverse = jacobienne_f_x_a * det_inverse_jacobienne;\r
+\r
+            x1_next = x1 - (jacobienne_f_x_a_inverse * f_x1 + jacobienne_f_x_b_inverse * f_x2);\r
+            x2_next = x2 - (jacobienne_f_x_c_inverse * f_x1 + jacobienne_f_x_d_inverse * f_x2);\r
+            }\r
+\r
+        /*\r
+         * Renvoie la distance entre deux vecteurs a et b.\r
+         */\r
+        __device__\r
+        static float distance_carre(float a1, float a2, float b1, float b2)\r
+            {\r
+            return powf(a1 - b1, 2.0) + powf(a2 - b2, 2.0);\r
+            }\r
+\r
+        __device__\r
+        static float distance(float a1, float a2, float b1, float b2)\r
+            {\r
+            return (powf(a1 - b1, 2.0) + powf(a2 - b2, 2.0)) / (powf(b1, 2.0) + powf(b2, 2.0));\r
+            }\r
+\r
     public:\r
+        /*\r
+         * n est le nombre d'iteration.\r
+         */\r
        __device__\r
-       NewtonMath()\r
-           : calibreur(IntervalF(1, 100), IntervalF(0, 1))\r
+       NewtonMath(int n = 1000)\r
+           : n(n)\r
            {\r
            }\r
 \r
        __device__\r
        virtual ~NewtonMath() {}\r
 \r
-    public:\r
-       /**\r
-        * x=pixelI\r
-        * y=pixelJ\r
-        */\r
        __device__\r
-       void colorXY(uchar4* ptrColor, float x, float y) const\r
+       void colorXY(uchar4* ptrColor, float x1, float x2) const\r
            {\r
-            ptrColor->x = 0;\r
-            ptrColor->y = 0;\r
-            ptrColor->z = 0;\r
-\r
-            int i = 0;\r
-            float s = static_cast<float>(i);\r
-            this->calibreur.calibrer(s);\r
-            ColorTools::HSB_TO_RVB(s, ptrColor);\r
-           }\r
+            const float A1 = 1.0;\r
+            const float A2 = 0.0;\r
+            const float B1 = -1.0 / 2.0;\r
+            const float B2 = sqrt(3.0) / 2.0;\r
+            const float C1 = -1.0 / 2.0;\r
+            const float C2 = -sqrt(3.0) / 2.0;\r
 \r
-    private:\r
+            const float epsilon = 0.001;\r
+\r
+            float nearest_current_solution_distance = FLT_MAX;\r
+           Solution nearest_current_solution = A;\r
+\r
+            for (int i = 0; i < this->n; i++)\r
+                {\r
+                float distance_to_A = distance(x1, x2, A1, A2);\r
+                float distance_to_B = distance(x1, x2, B1, B2);\r
+                float distance_to_C = distance(x1, x2, C1, C2);\r
+\r
+                if (distance_to_A < nearest_current_solution_distance && distance_to_A < distance_to_B && distance_to_A < distance_to_C)\r
+                    {\r
+                    nearest_current_solution = A;\r
+                    nearest_current_solution_distance = distance_to_A;\r
+                    }\r
+                else if (distance_to_B < nearest_current_solution_distance && distance_to_B < distance_to_A && distance_to_B < distance_to_C)\r
+                    {\r
+                    nearest_current_solution = B;\r
+                    nearest_current_solution_distance = distance_to_B;\r
+                    }\r
+                else if (distance_to_C < nearest_current_solution_distance && distance_to_C < distance_to_A && distance_to_C < distance_to_B)\r
+                    {\r
+                    nearest_current_solution = C;\r
+                    nearest_current_solution_distance = distance_to_C;\r
+                    }\r
+\r
+                if (nearest_current_solution_distance < epsilon)\r
+                    break;\r
+\r
+                nextX(x1, x2, x1, x2);\r
+                }\r
+\r
+            switch (nearest_current_solution)\r
+                {\r
+                // Noir.\r
+                case A :\r
+                    ptrColor->x = 0;\r
+                    ptrColor->y = 0;\r
+                    ptrColor->z = 0;\r
+                    break;\r
+                // Gris.\r
+                case B :\r
+                    ptrColor->x = 128;\r
+                    ptrColor->y = 128;\r
+                    ptrColor->z = 128;\r
+                    break;\r
+                // Blanc.\r
+                case C :\r
+                    ptrColor->x = 255;\r
+                    ptrColor->y = 255;\r
+                    ptrColor->z = 255;\r
+                    break;\r
+                }\r
+           }\r
 \r
     private:\r
-       CalibreurF calibreur;\r
+       int n;\r
     };\r
 \r
 #endif\r