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