276 lines
6.5 KiB
C++
276 lines
6.5 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, 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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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// class EnvmapImage
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//
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//-----------------------------------------------------------------------------
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#include "EnvmapImage.h"
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#include <ImathFun.h>
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#include "namespaceAlias.h"
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using namespace IMF;
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using namespace IMATH;
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EnvmapImage::EnvmapImage ():
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_type (ENVMAP_LATLONG),
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_dataWindow (V2i (0, 0), V2i (0, 0)),
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_pixels (1, 1)
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{
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clear();
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}
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EnvmapImage::EnvmapImage (Envmap type, const Box2i &dataWindow):
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_type (type),
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_dataWindow (dataWindow),
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_pixels (dataWindow.max.y - dataWindow.min.y + 1,
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dataWindow.max.x - dataWindow.min.x + 1)
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{
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clear();
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}
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void
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EnvmapImage::resize (Envmap type, const Box2i &dataWindow)
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{
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_pixels.resizeEraseUnsafe (dataWindow.max.y - dataWindow.min.y + 1,
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dataWindow.max.x - dataWindow.min.x + 1);
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_type = type;
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_dataWindow = dataWindow;
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clear();
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}
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void
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EnvmapImage::clear ()
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{
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int w = _dataWindow.max.x - _dataWindow.min.x + 1;
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int h = _dataWindow.max.y - _dataWindow.min.y + 1;
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for (int y = 0; y < h; ++y)
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{
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for (int x = 0; x < w; ++x)
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{
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Rgba &p = _pixels[y][x];
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p.r = 0;
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p.g = 0;
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p.b = 0;
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p.a = 0;
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}
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}
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}
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Envmap
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EnvmapImage::type () const
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{
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return _type;
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}
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const Box2i &
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EnvmapImage::dataWindow () const
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{
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return _dataWindow;
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}
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Array2D<Rgba> &
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EnvmapImage::pixels ()
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{
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return _pixels;
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}
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const Array2D<Rgba> &
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EnvmapImage::pixels () const
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{
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return _pixels;
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}
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namespace {
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V2f
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dirToPosLatLong (const Box2i &dataWindow, const V3f &dir)
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{
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return LatLongMap::pixelPosition (dataWindow, dir);
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}
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V2f
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dirToPosCube (const Box2i &dataWindow, const V3f &dir)
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{
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CubeMapFace face;
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V2f posInFace;
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CubeMap::faceAndPixelPosition (dir, dataWindow, face, posInFace);
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return CubeMap::pixelPosition (face, dataWindow, posInFace);
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}
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} // namespace
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Rgba
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EnvmapImage::filteredLookup (V3f d, float r, int n) const
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{
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//
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// Filtered environment map lookup: Take n by n point samples
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// from the environment map, clustered around direction d, and
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// combine the samples with a tent filter.
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//
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//
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// Depending on the type of map, pick an appropriate function
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// to convert 3D directions to 2D pixel poitions.
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//
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V2f (* dirToPos) (const Box2i &, const V3f &);
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if (_type == ENVMAP_LATLONG)
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dirToPos = dirToPosLatLong;
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else
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dirToPos = dirToPosCube;
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//
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// Pick two vectors, dx and dy, of length r, that are orthogonal
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// to the lookup direction, d, and to each other.
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//
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d.normalize();
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V3f dx, dy;
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if (abs (d.x) > 0.707f)
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dx = (d % V3f (0, 1, 0)).normalized() * r;
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else
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dx = (d % V3f (1, 0, 0)).normalized() * r;
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dy = (d % dx).normalized() * r;
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//
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// Take n by n point samples from the map, and add them up.
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// The directions for the point samples are all within the pyramid
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// defined by the vectors d-dy-dx, d-dy+dx, d+dy-dx, d+dy+dx.
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//
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float wt = 0;
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float cr = 0;
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float cg = 0;
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float cb = 0;
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float ca = 0;
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for (int y = 0; y < n; ++y)
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{
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float ry = float (2 * y + 2) / float (n + 1) - 1;
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float wy = 1 - abs (ry);
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V3f ddy (ry * dy);
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for (int x = 0; x < n; ++x)
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{
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float rx = float (2 * x + 2) / float (n + 1) - 1;
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float wx = 1 - abs (rx);
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V3f ddx (rx * dx);
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Rgba s = sample (dirToPos (_dataWindow, d + ddx + ddy));
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float w = wx * wy;
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wt += w;
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cr += s.r * w;
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cg += s.g * w;
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cb += s.b * w;
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ca += s.a * w;
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}
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}
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wt = 1 / wt;
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Rgba c;
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c.r = cr * wt;
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c.g = cg * wt;
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c.b = cb * wt;
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c.a = ca * wt;
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return c;
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}
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Rgba
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EnvmapImage::sample (const V2f &pos) const
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{
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//
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// Point-sample the environment map image at 2D position pos.
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// Interpolate bilinearly between the four nearest pixels.
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//
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int x1 = IMATH::floor (pos.x);
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int x2 = x1 + 1;
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float sx = x2 - pos.x;
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float tx = 1 - sx;
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x1 = clamp (x1, _dataWindow.min.x, _dataWindow.max.x) - _dataWindow.min.x;
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x2 = clamp (x2, _dataWindow.min.x, _dataWindow.max.x) - _dataWindow.min.x;
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int y1 = IMATH::floor (pos.y);
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int y2 = y1 + 1;
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float sy = y2 - pos.y;
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float ty = 1 - sy;
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y1 = clamp (y1, _dataWindow.min.y, _dataWindow.max.y) - _dataWindow.min.y;
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y2 = clamp (y2, _dataWindow.min.y, _dataWindow.max.y) - _dataWindow.min.y;
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Rgba p11 = _pixels[y1][x1];
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Rgba p12 = _pixels[y1][x2];
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Rgba p21 = _pixels[y2][x1];
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Rgba p22 = _pixels[y2][x2];
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Rgba p;
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p.r = (p11.r * sx + p12.r * tx) * sy + (p21.r * sx + p22.r * tx) * ty;
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p.g = (p11.g * sx + p12.g * tx) * sy + (p21.g * sx + p22.g * tx) * ty;
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p.b = (p11.b * sx + p12.b * tx) * sy + (p21.b * sx + p22.b * tx) * ty;
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p.a = (p11.a * sx + p12.a * tx) * sy + (p21.a * sx + p22.a * tx) * ty;
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return p;
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}
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