More cleanup.
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@ -9,19 +9,16 @@ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and limitations under the License.
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*/
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#pragma once
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#ifndef _TILE_H
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#define _TILE_H
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//#include <ImfArray.h>
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//#include <ImfRgba.h>
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//#include <half.h>
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#include <math.h>
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#include "nvmath/Vector.h"
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#include "utils.h"
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#define DBL_MAX (1.0e37) // doesn't have to be really dblmax, just bigger than any possible squared error
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#include "nvmath/Vector.h"
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#include <math.h>
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//#define USE_IMPORTANCE_MAP 1 // define this if you want to increase importance of some pixels in tile
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class Tile
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@ -81,32 +78,6 @@ public:
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Vector3 data[TILE_H][TILE_W];
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float importance_map[TILE_H][TILE_W];
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int size_x, size_y; // actual size of tile
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// pixels -> tile
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/*void inline insert(const Array2D<Rgba> &pixels, int x, int y)
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{
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for (int y0=0; y0<size_y; ++y0)
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for (int x0=0; x0<size_x; ++x0)
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{
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data[y0][x0].x = half2float((pixels[y+y0][x+x0]).r);
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data[y0][x0].y = half2float((pixels[y+y0][x+x0]).g);
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data[y0][x0].z = half2float((pixels[y+y0][x+x0]).b);
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}
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generate_importance_map();
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}
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// tile -> pixels
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void inline extract(Array2D<Rgba> &pixels, int x, int y)
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{
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for (int y0=0; y0<size_y; ++y0)
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for (int x0=0; x0<size_x; ++x0)
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{
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pixels[y+y0][x+x0].r = float2half(data[y0][x0].x);
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pixels[y+y0][x+x0].g = float2half(data[y0][x0].y);
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pixels[y+y0][x+x0].b = float2half(data[y0][x0].z);
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pixels[y+y0][x+x0].a = 0; // set it to a known value
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}
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}*/
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};
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#endif
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#endif // _TILE_H
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