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nvidia-texture-tools/src/nvtt/CubeSurface.h

114 lines
3.5 KiB
C++

// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
#ifndef NVTT_CUBEIMAGE_H
#define NVTT_CUBEIMAGE_H
#include "nvtt.h"
#include "Surface.h"
#include "nvimage/FloatImage.h"
#include "nvmath/Vector.h"
#include "nvcore/RefCounted.h"
#include "nvcore/Ptr.h"
#include "nvcore/Array.h"
namespace nvtt
{
struct TexelTable {
TexelTable(uint edgeLength);
float solidAngle(uint f, uint x, uint y) const;
const nv::Vector3 & direction(uint f, uint x, uint y) const;
uint size;
nv::Array<float> solidAngleArray;
nv::Array<nv::Vector3> directionArray;
};
struct CubeSurface::Private : public nv::RefCounted
{
void operator=(const Private &);
public:
Private()
{
nvDebugCheck( refCount() == 0 );
edgeLength = 0;
texelTable = NULL;
}
Private(const Private & p) : RefCounted() // Copy ctor. inits refcount to 0.
{
nvDebugCheck( refCount() == 0 );
edgeLength = p.edgeLength;
for (uint i = 0; i < 6; i++) {
face[i] = p.face[i];
}
texelTable = NULL; // @@ Transfer tables. Needs refcounting?
}
~Private()
{
delete texelTable;
}
void allocate(uint edgeLength)
{
this->edgeLength = edgeLength;
for (uint i = 0; i < 6; i++) {
face[i].detach();
face[i].m->image = new nv::FloatImage;
face[i].m->image->allocate(4, edgeLength, edgeLength, 1);
}
}
void allocateTexelTable()
{
if (edgeLength == 0) {
edgeLength = face[0].width();
}
if (texelTable == NULL) {
texelTable = new TexelTable(edgeLength);
}
}
// Filtering helpers:
nv::Vector3 applyAngularFilter(const nv::Vector3 & dir, float coneAngle, float * filterTable, int tableSize);
nv::Vector3 applyCosinePowerFilter(const nv::Vector3 & dir, float coneAngle, float cosinePower);
nv::Vector3 sample(const nv::Vector3 & dir);
uint edgeLength;
Surface face[6];
TexelTable * texelTable;
};
} // nvtt namespace
#endif // NVTT_CUBEIMAGE_H