741 lines
22 KiB
C++
741 lines
22 KiB
C++
// Copyright (c) 2009-2011 Ignacio Castano <castano@gmail.com>
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without
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// restriction, including without limitation the rights to use,
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// copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following
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// conditions:
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//
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// The above copyright notice and this permission notice shall be
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// included in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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#include "CubeSurface.h"
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#include "Surface.h"
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#include "nvimage/DirectDrawSurface.h"
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#include "nvmath/Vector.inl"
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#include "nvcore/Array.h"
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#include "nvcore/StrLib.h"
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using namespace nv;
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using namespace nvtt;
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// Solid angle of an axis aligned quad from (0,0,1) to (x,y,1)
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// See: http://www.fizzmoll11.com/thesis/ for a derivation of this formula.
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static float areaElement(float x, float y) {
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return atan2(x*y, sqrtf(x*x + y*y + 1));
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}
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// Solid angle of a hemicube texel.
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static float solidAngleTerm(uint x, uint y, float inverseEdgeLength) {
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// Transform x,y to [-1, 1] range, offset by 0.5 to point to texel center.
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float u = (float(x) + 0.5f) * (2 * inverseEdgeLength) - 1.0f;
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float v = (float(y) + 0.5f) * (2 * inverseEdgeLength) - 1.0f;
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nvDebugCheck(u >= -1.0f && u <= 1.0f);
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nvDebugCheck(v >= -1.0f && v <= 1.0f);
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#if 1
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// Exact solid angle:
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float x0 = u - inverseEdgeLength;
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float y0 = v - inverseEdgeLength;
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float x1 = u + inverseEdgeLength;
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float y1 = v + inverseEdgeLength;
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float solidAngle = areaElement(x0, y0) - areaElement(x0, y1) - areaElement(x1, y0) + areaElement(x1, y1);
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nvDebugCheck(solidAngle > 0.0f);
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return solidAngle;
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#else
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// This formula is equivalent, but not as precise.
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float pixel_area = nv::square(2.0f * inverseEdgeLength);
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float dist_square = 1.0f + nv::square(u) + nv::square(v);
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float cos_theta = 1.0f / sqrt(dist_square);
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float cos_theta_d2 = cos_theta / dist_square; // Funny this is just 1/dist^3 or cos(tetha)^3
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return pixel_area * cos_theta_d2;
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#endif
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}
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static Vector3 texelDirection(uint face, uint x, uint y, int edgeLength, bool seamless)
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{
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float u, v;
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if (seamless) {
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// Transform x,y to [-1, 1] range, match up edges exactly.
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u = float(x) * 2 / (edgeLength - 1) - 1.0f;
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v = float(y) * 2 / (edgeLength - 1) - 1.0f;
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}
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else {
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// Transform x,y to [-1, 1] range, offset by 0.5 to point to texel center.
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u = (float(x) + 0.5f) * (2 / edgeLength) - 1.0f;
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v = (float(y) + 0.5f) * (2 / edgeLength) - 1.0f;
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}
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nvDebugCheck(u >= -1.0f && u <= 1.0f);
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nvDebugCheck(v >= -1.0f && v <= 1.0f);
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Vector3 n;
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if (face == 0) {
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n.x = 1;
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n.y = -v;
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n.z = -u;
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}
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if (face == 1) {
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n.x = -1;
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n.y = -v;
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n.z = u;
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}
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if (face == 2) {
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n.x = u;
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n.y = 1;
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n.z = v;
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}
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if (face == 3) {
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n.x = u;
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n.y = -1;
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n.z = -v;
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}
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if (face == 4) {
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n.x = u;
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n.y = -v;
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n.z = 1;
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}
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if (face == 5) {
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n.x = -u;
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n.y = -v;
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n.z = -1;
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}
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return normalizeFast(n);
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}
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TexelTable::TexelTable(uint edgeLength, bool seamless) : size(edgeLength) {
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uint hsize = size/2;
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// Allocate a small solid angle table that takes into account cube map symmetry.
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solidAngleArray.resize(hsize * hsize);
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for (uint y = 0; y < hsize; y++) {
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for (uint x = 0; x < hsize; x++) {
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solidAngleArray[y * hsize + x] = solidAngleTerm(hsize+x, hsize+y, edgeLength);
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}
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}
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directionArray.resize(size*size*6);
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for (uint f = 0; f < 6; f++) {
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for (uint y = 0; y < size; y++) {
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for (uint x = 0; x < size; x++) {
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directionArray[(f * size + y) * size + x] = texelDirection(f, x, y, edgeLength, seamless);
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}
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}
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}
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}
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const Vector3 & TexelTable::direction(uint f, uint x, uint y) const {
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nvDebugCheck(f < 6 && x < size && y < size);
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return directionArray[(f * size + y) * size + x];
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}
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float TexelTable::solidAngle(uint f, uint x, uint y) const {
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uint hsize = size/2;
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if (x >= hsize) x -= hsize;
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else if (x < hsize) x = hsize - x - 1;
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if (y >= hsize) y -= hsize;
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else if (y < hsize) y = hsize - y - 1;
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return solidAngleArray[y * hsize + x];
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}
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static const Vector3 faceNormals[6] = {
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(0, 1, 0),
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Vector3(0, -1, 0),
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Vector3(0, 0, 1),
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Vector3(0, 0, -1),
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};
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static const Vector3 faceU[6] = {
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Vector3(0, 0, -1),
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Vector3(0, 0, 1),
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Vector3(1, 0, 0),
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Vector3(1, 0, 0),
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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};
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static const Vector3 faceV[6] = {
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Vector3(0, -1, 0),
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Vector3(0, -1, 0),
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Vector3(0, 0, 1),
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Vector3(0, 0, -1),
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Vector3(0, -1, 0),
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Vector3(0, -1, 0),
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};
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static Vector2 toPolar(Vector3::Arg v) {
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Vector2 p;
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p.x = atan2(v.x, v.y); // theta
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p.y = acosf(v.z); // phi
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return p;
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}
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static Vector2 toPlane(float theta, float phi) {
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float x = sin(phi) * cos(theta);
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float y = sin(phi) * sin(theta);
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float z = cos(phi);
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Vector2 p;
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p.x = x / fabs(z);
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p.y = y / fabs(z);
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//p.x = tan(phi) * cos(theta);
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//p.y = tan(phi) * sin(theta);
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return p;
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}
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static Vector2 toPlane(Vector3::Arg v) {
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Vector2 p;
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p.x = v.x / fabs(v.z);
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p.y = v.y / fabs(v.z);
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return p;
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}
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CubeSurface::CubeSurface() : m(new CubeSurface::Private())
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{
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m->addRef();
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}
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CubeSurface::CubeSurface(const CubeSurface & cube) : m(cube.m)
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{
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if (m != NULL) m->addRef();
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}
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CubeSurface::~CubeSurface()
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{
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if (m != NULL) m->release();
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m = NULL;
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}
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void CubeSurface::operator=(const CubeSurface & cube)
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{
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if (cube.m != NULL) cube.m->addRef();
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if (m != NULL) m->release();
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m = cube.m;
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}
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void CubeSurface::detach()
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{
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if (m->refCount() > 1)
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{
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m->release();
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m = new CubeSurface::Private(*m);
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m->addRef();
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nvDebugCheck(m->refCount() == 1);
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}
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}
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bool CubeSurface::isNull() const
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{
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return m->edgeLength == 0;
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}
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int CubeSurface::edgeLength() const
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{
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return m->edgeLength;
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}
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int CubeSurface::countMipmaps() const
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{
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return nv::countMipmaps(m->edgeLength);
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}
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Surface & CubeSurface::face(int f)
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{
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nvDebugCheck(f >= 0 && f < 6);
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return m->face[f];
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}
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const Surface & CubeSurface::face(int f) const
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{
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nvDebugCheck(f >= 0 && f < 6);
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return m->face[f];
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}
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bool CubeSurface::load(const char * fileName, int mipmap)
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{
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if (strcmp(Path::extension(fileName), ".dds") == 0) {
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nv::DirectDrawSurface dds(fileName);
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if (!dds.isValid()/* || !dds.isSupported()*/) {
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return false;
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}
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if (!dds.isTextureCube()) {
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return false;
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}
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// Make sure it's a valid cube.
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if (dds.header.width != dds.header.height) return false;
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//if ((dds.header.caps.caps2 & DDSCAPS2_CUBEMAP_ALL_FACES) != DDSCAPS2_CUBEMAP_ALL_FACES) return false;
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if (mipmap < 0) {
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mipmap = dds.mipmapCount() - 1 - mipmap;
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}
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if (mipmap < 0 || mipmap > toI32(dds.mipmapCount())) return false;
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nvtt::InputFormat inputFormat = nvtt::InputFormat_RGBA_16F;
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if (dds.header.hasDX10Header()) {
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if (dds.header.header10.dxgiFormat == DXGI_FORMAT_R16G16B16A16_FLOAT) inputFormat = nvtt::InputFormat_RGBA_16F;
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else if (dds.header.header10.dxgiFormat == DXGI_FORMAT_R32G32B32A32_FLOAT) inputFormat = nvtt::InputFormat_RGBA_32F;
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else return false;
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}
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else {
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if ((dds.header.pf.flags & DDPF_FOURCC) != 0) {
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if (dds.header.pf.fourcc == D3DFMT_A16B16G16R16F) inputFormat = nvtt::InputFormat_RGBA_16F;
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else if (dds.header.pf.fourcc == D3DFMT_A32B32G32R32F) inputFormat = nvtt::InputFormat_RGBA_32F;
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else return false;
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}
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else {
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if (dds.header.pf.bitcount == 32 /*&& ...*/) inputFormat = nvtt::InputFormat_BGRA_8UB;
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else return false; // @@ Do pixel format conversions!
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}
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}
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uint edgeLength = dds.surfaceWidth(mipmap);
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uint size = dds.surfaceSize(mipmap);
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void * data = malloc(size);
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for (int f = 0; f < 6; f++) {
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dds.readSurface(f, mipmap, data, size);
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m->face[f].setImage(inputFormat, edgeLength, edgeLength, 1, data);
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}
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m->edgeLength = edgeLength;
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free(data);
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return true;
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}
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return false;
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}
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bool CubeSurface::save(const char * fileName) const
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{
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// @@ TODO
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return false;
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}
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void CubeSurface::fold(const Surface & tex, CubeLayout layout)
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{
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// @@ TODO
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}
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Surface CubeSurface::unfold(CubeLayout layout) const
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{
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// @@ TODO
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return Surface();
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}
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#include "nvmath/SphericalHarmonic.h"
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CubeSurface CubeSurface::irradianceFilter(int size, bool seamless) const
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{
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m->allocateTexelTable();
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// Transform this cube to spherical harmonic basis
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Sh2 sh;
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// For each texel of the input cube.
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const uint edgeLength = m->edgeLength;
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for (uint f = 0; f < 6; f++) {
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for (int y = 0; y < edgeLength; y++) {
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for (int x = 0; x < edgeLength; x++) {
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Vector3 dir = m->texelTable->direction(f, x, y);
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float solidAngle = m->texelTable->solidAngle(f, x, y);
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Sh2 shDir;
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shDir.eval(dir);
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sh.addScaled(sh, solidAngle);
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}
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}
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}
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// Evaluate spherical harmonic for each output texel.
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CubeSurface output;
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output.m->allocate(size);
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// @@ TODO
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return CubeSurface();
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}
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// Warp uv coordinate from [-1, 1] to
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float warp(float u, int size) {
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}
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// We want to find the alpha such that:
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// cos(alpha)^cosinePower = epsilon
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// That's: acos(epsilon^(1/cosinePower))
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// We can cull texels in two different ways:
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// - culling faces that do not touch the cone.
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// - computing one rectangle per face, find intersection between cone and face.
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// -
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// Other speedups:
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// - parallelize. Done.
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// - use ISPC?
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// Convolve filter against this cube.
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Vector3 CubeSurface::Private::applyCosinePowerFilter(const Vector3 & filterDir, float coneAngle, float cosinePower)
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{
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const float cosineConeAngle = cos(coneAngle);
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nvDebugCheck(cosineConeAngle >= 0);
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Vector3 color(0);
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float sum = 0;
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// For each texel of the input cube.
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for (uint f = 0; f < 6; f++) {
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// Test face cone agains filter cone.
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float cosineFaceAngle = dot(filterDir, faceNormals[f]);
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float faceAngle = acosf(cosineFaceAngle);
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if (faceAngle > coneAngle + atanf(sqrtf(2))) {
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// Skip face.
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continue;
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}
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// @@ We could do a less conservative test and test the face frustum against the cone...
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// Or maybe easier: the face quad against the cone.
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// Compute bounding box of cone intersection against face.
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// The intersection of the cone with the face is an elipse, we want the extents of that elipse.
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// @@ Hmm... we could even rasterize an elipse! Sounds like FUN!
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const int L = toI32(edgeLength-1);
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int x0 = 0, x1 = L;
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int y0 = 0, y1 = L;
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// @@ Ugh. This is wrong, or only right when filterDir is aligned to one axis.
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if (false) {
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// uv coordinates corresponding to filterDir.
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//float u = dot(filterDir, faceU[f]) / cosineFaceAngle;
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//float v = dot(filterDir, faceV[f]) / cosineFaceAngle;
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// Angular coordinates corresponding to filterDir with respect to faceNormal.
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float atu = atan2(dot(filterDir, faceU[f]), cosineFaceAngle);
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float atv = atan2(dot(filterDir, faceV[f]), cosineFaceAngle);
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// Expand angles and project back to the face plane.
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float u0 = tan(clamp(atu - coneAngle, -PI/4, PI/4));
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float v0 = tan(clamp(atv - coneAngle, -PI/4, PI/4));
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float u1 = tan(clamp(atu + coneAngle, -PI/4, PI/4));
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float v1 = tan(clamp(atv + coneAngle, -PI/4, PI/4));
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nvDebugCheck(u0 >= -1 && u0 <= 1);
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nvDebugCheck(v0 >= -1 && v0 <= 1);
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nvDebugCheck(u1 >= -1 && u1 <= 1);
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nvDebugCheck(v1 >= -1 && v1 <= 1);
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// Expand uv coordinates from [-1,1] to [0, edgeLength)
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u0 = (u0 + 1) * edgeLength * 0.5f - 0.5f;
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v0 = (v0 + 1) * edgeLength * 0.5f - 0.5f;
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u1 = (u1 + 1) * edgeLength * 0.5f - 0.5f;
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v1 = (v1 + 1) * edgeLength * 0.5f - 0.5f;
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nvDebugCheck(u0 >= -0.5f && u0 <= edgeLength - 0.5f);
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nvDebugCheck(v0 >= -0.5f && v0 <= edgeLength - 0.5f);
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nvDebugCheck(u1 >= -0.5f && u1 <= edgeLength - 0.5f);
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nvDebugCheck(v1 >= -0.5f && v1 <= edgeLength - 0.5f);
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x0 = clamp(ifloor(u0), 0, L);
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y0 = clamp(ifloor(v0), 0, L);
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x1 = clamp(iceil(u1), 0, L);
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y1 = clamp(iceil(v1), 0, L);
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nvDebugCheck(x1 >= x0);
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nvDebugCheck(y1 >= y0);
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}
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// This is elegant and all that, but the problem is that the projection is not always an ellipse, but often a parabola.
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// A parabola has infinite bounds, so this approach is not very practical. Ugh.
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if (false) {
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//nvCheck(cosineFaceAngle >= 0.0f); @@ Not true for wide angles.
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// Focal point in cartessian coordinates:
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Vector3 F = Vector3(dot(faceU[f], filterDir), dot(faceV[f], filterDir), cosineFaceAngle);
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// Focal point in polar coordinates:
|
|
Vector2 Fp = toPolar(F);
|
|
nvCheck(Fp.y >= 0.0f); // top
|
|
//nvCheck(Fp.y <= PI/2); // horizon
|
|
|
|
// If this is an ellipse:
|
|
if (Fp.y + coneAngle < PI/2) {
|
|
nvCheck(Fp.y - coneAngle > -PI/2);
|
|
|
|
// Major axis endpoints:
|
|
Vector2 Fa1 = toPlane(Fp.x, Fp.y - cosineFaceAngle); // near endpoint.
|
|
Vector2 Fa2 = toPlane(Fp.x, Fp.y + cosineFaceAngle); // far endpoint.
|
|
nvCheck(length(Fa1) <= length(Fa2));
|
|
|
|
// Ellipse center:
|
|
Vector2 Fc = (Fa1 + Fa2) * 0.5f;
|
|
|
|
// Major radius:
|
|
float a = 0.5f * length(Fa1 - Fa2);
|
|
|
|
// Focal point:
|
|
Vector2 F1 = toPlane(Fp.x, Fp.y);
|
|
|
|
// If we project Fa1, Fa2, Fc, F1 onto the filter direction, then:
|
|
float da1 = dot(Fa1, F.xy()) / fabs(cosineFaceAngle);
|
|
float d1 = dot(F1, F.xy()) / fabs(cosineFaceAngle);
|
|
float dc = dot(Fc, F.xy()) / fabs(cosineFaceAngle);
|
|
float da2 = dot(Fa2, F.xy()) / fabs(cosineFaceAngle);
|
|
//nvDebug("%f <= %f <= %f <= %f (%d: %f %f | %f %f)\n", da1, d1, dc, da2, f, F.x, F.y, Fp.y - coneAngle, Fp.y + coneAngle);
|
|
//nvCheck(da1 <= d1 && d1 <= dc && dc <= da2);
|
|
|
|
// Translate focal point relative to center:
|
|
F1 -= Fc;
|
|
|
|
// Focal distance:
|
|
//float f = length(F1); // @@ Overriding f!
|
|
|
|
// Minor radius:
|
|
//float b = sqrtf(a*a - f*f);
|
|
|
|
// Second order quadric coefficients:
|
|
float A = a*a - F1.x * F1.x;
|
|
nvCheck(A >= 0);
|
|
|
|
float B = a*a - F1.y * F1.y;
|
|
nvCheck(B >= 0);
|
|
|
|
// Floating point bounds:
|
|
float u0 = clamp(Fc.x - sqrtf(B), -1.0f, 1.0f);
|
|
float u1 = clamp(Fc.x + sqrtf(B), -1.0f, 1.0f);
|
|
float v0 = clamp(Fc.y - sqrtf(A), -1.0f, 1.0f);
|
|
float v1 = clamp(Fc.y + sqrtf(A), -1.0f, 1.0f);
|
|
|
|
// Expand uv coordinates from [-1,1] to [0, edgeLength)
|
|
u0 = (u0 + 1) * edgeLength * 0.5f - 0.5f;
|
|
v0 = (v0 + 1) * edgeLength * 0.5f - 0.5f;
|
|
u1 = (u1 + 1) * edgeLength * 0.5f - 0.5f;
|
|
v1 = (v1 + 1) * edgeLength * 0.5f - 0.5f;
|
|
//nvDebugCheck(u0 >= -0.5f && u0 <= edgeLength - 0.5f);
|
|
//nvDebugCheck(v0 >= -0.5f && v0 <= edgeLength - 0.5f);
|
|
//nvDebugCheck(u1 >= -0.5f && u1 <= edgeLength - 0.5f);
|
|
//nvDebugCheck(v1 >= -0.5f && v1 <= edgeLength - 0.5f);
|
|
|
|
x0 = clamp(ifloor(u0), 0, L);
|
|
y0 = clamp(ifloor(v0), 0, L);
|
|
x1 = clamp(iceil(u1), 0, L);
|
|
y1 = clamp(iceil(v1), 0, L);
|
|
|
|
nvDebugCheck(x1 >= x0);
|
|
nvDebugCheck(y1 >= y0);
|
|
}
|
|
|
|
// @@ What to do with parabolas?
|
|
}
|
|
|
|
|
|
if (x1 == x0 || y1 == y0) {
|
|
// Skip this face.
|
|
continue;
|
|
}
|
|
|
|
|
|
const Surface & inputFace = face[f];
|
|
const FloatImage * inputImage = inputFace.m->image;
|
|
|
|
for (int y = y0; y <= y1; y++) {
|
|
bool inside = false;
|
|
for (int x = x0; x <= x1; x++) {
|
|
|
|
Vector3 dir = texelTable->direction(f, x, y);
|
|
float cosineAngle = dot(dir, filterDir);
|
|
|
|
if (cosineAngle > cosineConeAngle) {
|
|
float solidAngle = texelTable->solidAngle(f, x, y);
|
|
float scale = powf(saturate(cosineAngle), cosinePower);
|
|
float contribution = solidAngle * scale;
|
|
|
|
sum += contribution;
|
|
color.x += contribution * inputImage->pixel(0, x, y, 0);
|
|
color.y += contribution * inputImage->pixel(1, x, y, 0);
|
|
color.z += contribution * inputImage->pixel(2, x, y, 0);
|
|
|
|
inside = true;
|
|
}
|
|
else if (inside) {
|
|
// Filter scale is monotonic, if we have been inside once and we just exit, then we can skip the rest of the row.
|
|
// We could do the same thing for the columns and skip entire rows.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
color *= (1.0f / sum);
|
|
|
|
return color;
|
|
}
|
|
|
|
#include "nvthread/ParallelFor.h"
|
|
|
|
struct ApplyCosinePowerFilterContext {
|
|
CubeSurface::Private * inputCube;
|
|
CubeSurface::Private * filteredCube;
|
|
float coneAngle;
|
|
float cosinePower;
|
|
};
|
|
|
|
void ApplyCosinePowerFilterTask(void * context, int id)
|
|
{
|
|
ApplyCosinePowerFilterContext * ctx = (ApplyCosinePowerFilterContext *)context;
|
|
|
|
int size = ctx->filteredCube->edgeLength;
|
|
|
|
int f = id / (size * size);
|
|
int idx = id % (size * size);
|
|
int y = idx / size;
|
|
int x = idx % size;
|
|
|
|
nvtt::Surface & filteredFace = ctx->filteredCube->face[f];
|
|
FloatImage * filteredImage = filteredFace.m->image;
|
|
|
|
const Vector3 filterDir = texelDirection(f, x, y, size, ctx->filteredCube->seamless);
|
|
|
|
// Convolve filter against cube.
|
|
Vector3 color = ctx->inputCube->applyCosinePowerFilter(filterDir, ctx->coneAngle, ctx->cosinePower);
|
|
|
|
filteredImage->pixel(0, idx) = color.x;
|
|
filteredImage->pixel(1, idx) = color.y;
|
|
filteredImage->pixel(2, idx) = color.z;
|
|
}
|
|
|
|
|
|
CubeSurface CubeSurface::cosinePowerFilter(int size, float cosinePower, bool seamless) const
|
|
{
|
|
const uint edgeLength = m->edgeLength;
|
|
|
|
// Allocate output cube.
|
|
CubeSurface filteredCube;
|
|
filteredCube.m->allocate(size);
|
|
filteredCube.m->seamless = seamless;
|
|
|
|
// Texel table is stored along with the surface so that it's compute only once.
|
|
m->allocateTexelTable();
|
|
|
|
const float threshold = 0.001f;
|
|
const float coneAngle = acosf(powf(threshold, 1.0f/cosinePower));
|
|
|
|
|
|
// For each texel of the output cube.
|
|
/*for (uint f = 0; f < 6; f++) {
|
|
nvtt::Surface filteredFace = filteredCube.m->face[f];
|
|
FloatImage * filteredImage = filteredFace.m->image;
|
|
|
|
for (uint y = 0; y < uint(size); y++) {
|
|
for (uint x = 0; x < uint(size); x++) {
|
|
|
|
const Vector3 filterDir = texelDirection(f, x, y, size, seamless);
|
|
|
|
// Convolve filter against cube.
|
|
Vector3 color = m->applyCosinePowerFilter(filterDir, coneAngle, cosinePower, seamless);
|
|
|
|
filteredImage->pixel(0, x, y, 0) = color.x;
|
|
filteredImage->pixel(1, x, y, 0) = color.y;
|
|
filteredImage->pixel(2, x, y, 0) = color.z;
|
|
}
|
|
}
|
|
}*/
|
|
|
|
ApplyCosinePowerFilterContext context;
|
|
context.inputCube = m;
|
|
context.filteredCube = filteredCube.m;
|
|
context.coneAngle = coneAngle;
|
|
context.cosinePower = cosinePower;
|
|
|
|
nv::ParallelFor parallelFor(ApplyCosinePowerFilterTask, &context);
|
|
parallelFor.run(6 * size * size);
|
|
|
|
return filteredCube;
|
|
}
|
|
|
|
|
|
void CubeSurface::toLinear(float gamma)
|
|
{
|
|
if (isNull()) return;
|
|
|
|
detach();
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
m->face[i].toLinear(gamma);
|
|
}
|
|
}
|
|
|
|
void CubeSurface::toGamma(float gamma)
|
|
{
|
|
if (isNull()) return;
|
|
|
|
detach();
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
m->face[i].toGamma(gamma);
|
|
}
|
|
}
|
|
|