Merge changes from The Witness.

This commit is contained in:
castano
2011-11-11 02:02:58 +00:00
parent 2e9afac689
commit 78d48e62a9
3 changed files with 112 additions and 9 deletions

View File

@ -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;
}
}
}
}