Merge changes from The Witness.

pull/216/head
castano 13 years ago
parent 2e9afac689
commit 78d48e62a9

@ -406,6 +406,31 @@ float CubeSurface::average(int channel) const
return sum / total;
}
void CubeSurface::range(int channel, float * minimum_ptr, float * maximum_ptr) const
{
const uint edgeLength = m->edgeLength;
m->allocateTexelTable();
float minimum = FLT_MAX;
float maximum = 0.0f;
for (int f = 0; f < 6; f++) {
float * c = m->face[f].m->image->channel(channel);
for (uint y = 0; y < edgeLength; y++) {
for (uint x = 0; x < edgeLength; x++) {
minimum = nv::min(minimum, c[y * edgeLength + x]);
maximum = nv::max(maximum, c[y * edgeLength + x]);
}
}
}
*minimum_ptr = minimum;
*maximum_ptr = maximum;
}
#include "nvmath/SphericalHarmonic.h"

@ -924,6 +924,27 @@ void Surface::toGamma(float gamma)
m->image->toGamma(0, 3, gamma);
}
void Surface::toLinear(int channel, float gamma)
{
if (isNull()) return;
if (equal(gamma, 1.0f)) return;
detach();
m->image->toLinear(channel, 1, gamma);
}
void Surface::toGamma(int channel, float gamma)
{
if (isNull()) return;
if (equal(gamma, 1.0f)) return;
detach();
m->image->toGamma(channel, 1, gamma);
}
static float toSrgb(float f) {
if (isNan(f)) f = 0.0f;
@ -1053,16 +1074,47 @@ void Surface::clamp(int channel, float low, float high)
void Surface::packNormal()
{
scaleBias(0, 0.5f, 0.5f);
scaleBias(1, 0.5f, 0.5f);
scaleBias(2, 0.5f, 0.5f);
if (isNull()) return;
detach();
m->image->scaleBias(0, 3, 0.5f, 0.5f);
}
void Surface::expandNormal()
{
scaleBias(0, 2.0f, -1.0f);
scaleBias(1, 2.0f, -1.0f);
scaleBias(2, 2.0f, -1.0f);
if (isNull()) return;
detach();
m->image->scaleBias(0, 3, 2.0f, -1.0f);
}
// Create a Toksvig map for this normal map.
// http://blog.selfshadow.com/2011/07/22/specular-showdown/
// @@ Assumes this is a normal map expanded in the [-1, 1] range.
Surface Surface::createToksvigMap(float power) const
{
if (isNull()) return Surface();
// @@ TODO
return Surface();
}
// @@ Should I add support for LEAN maps? That requires 5 terms, which would have to be encoded in two textures.
// There's nothing stopping us from having 5 channels in a surface, and then, let the user swizzle them as they wish.
// CLEAN maps are probably more practical, though.
// http://www.cs.umbc.edu/~olano/papers/lean/
// http://gaim.umbc.edu/2011/07/24/shiny-and-clean/
// http://gaim.umbc.edu/2011/07/26/on-error/
NVTT_API Surface Surface::createCleanMap() const
{
if (isNull()) return Surface();
// @@ TODO
return Surface();
}
@ -1267,7 +1319,7 @@ void Surface::toRGBM(float range/*= 1*/, float threshold/*= 0.25*/)
r[i] = R / M;
g[i] = G / M;
b[i] = B / M;
a[i] = M;
a[i] = (M - threshold) / (1 - threshold);
#else
@ -1411,7 +1463,10 @@ static Color32 toRgbe8(float r, float g, float b)
return c;
}
*/
// For R9G9B9E5, use toRGBE(9, 5), for Ward's RGBE, use toRGBE(8, 8)
// @@ Note that most Radiance HDR loaders use an exponent bias of 128 instead of 127! This implementation
// matches the OpenGL extension.
void Surface::toRGBE(int mantissaBits, int exponentBits)
{
// According to the OpenGL extension:
@ -1568,6 +1623,7 @@ void Surface::fromRGBE(int mantissaBits, int exponentBits)
int B = iround(b[i] * ((1 << mantissaBits) - 1));
int E = iround(a[i] * ((1 << exponentBits) - 1));
//float scale = ldexpf(1.0f, E - exponentBias - mantissaBits);
float scale = powf(2, float(E - exponentBias - mantissaBits));
r[i] = R * scale;
@ -1766,7 +1822,8 @@ void Surface::convolve(int channel, int kernelSize, float * kernelData)
m->image->convolve(k, channel, (FloatImage::WrapMode)m->wrapMode);
}
void Surface::toneMap(ToneMapper tm, float exposure, float * parameters)
// Assumes input has already been scaled by exposure.
void Surface::toneMap(ToneMapper tm, float * parameters)
{
if (isNull()) return;
@ -1803,6 +1860,20 @@ void Surface::toneMap(ToneMapper tm, float exposure, float * parameters)
b[i] = 1 - expf(-b[i]);
}
}
else if (tm == ToneMapper_Lightmap) {
// @@ Goals:
// Preserve hue.
// Avoid clamping abrubtly.
// Minimize color difference along most of the color range. [0, alpha)
for (uint i = 0; i < count; i++) {
float m = max(r[i], g[i], b[i]);
if (m > 1.0f) {
r[i] *= 1.0f / m;
g[i] *= 1.0f / m;
b[i] *= 1.0f / m;
}
}
}
}

@ -417,6 +417,7 @@ namespace nvtt
ToneMapper_Linear,
ToneMapper_Reindhart,
ToneMapper_Halo,
ToneMapper_Lightmap,
};
@ -470,6 +471,8 @@ namespace nvtt
// Color transforms.
NVTT_API void toLinear(float gamma);
NVTT_API void toGamma(float gamma);
NVTT_API void toLinear(int channel, float gamma);
NVTT_API void toGamma(int channel, float gamma);
NVTT_API void toSrgb();
NVTT_API void toLinearFromSrgb();
NVTT_API void toXenonSrgb();
@ -498,7 +501,7 @@ namespace nvtt
NVTT_API void abs(int channel);
NVTT_API void convolve(int channel, int kernelSize, float * kernelData);
NVTT_API void toneMap(ToneMapper tm, float exposure, float * parameters);
NVTT_API void toneMap(ToneMapper tm, float * parameters);
//NVTT_API void blockLuminanceScale(float scale);
@ -514,6 +517,8 @@ namespace nvtt
NVTT_API void toCleanNormalMap();
NVTT_API void packNormals(); // [-1,1] -> [ 0,1]
NVTT_API void expandNormals(); // [ 0,1] -> [-1,1]
NVTT_API Surface createToksvigMap(float power) const;
NVTT_API Surface createCleanMap() const;
// Geometric transforms.
NVTT_API void flipX();
@ -582,6 +587,8 @@ namespace nvtt
// @@ Add edge fixup methods.
NVTT_API float average(int channel) const;
NVTT_API void range(int channel, float * minimum_ptr, float * maximum_ptr) const;
// Filtering.
NVTT_API CubeSurface irradianceFilter(int size, EdgeFixup fixupMethod) const;

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