4373aa758b
- some support for floating point images. - Charles Bloom extrapolation filter. - misc fixes.
123 lines
2.9 KiB
C++
123 lines
2.9 KiB
C++
// Copyright NVIDIA Corporation 2007 -- Ignacio Castano <icastano@nvidia.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 <nvcore/Ptr.h>
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#include <nvmath/Color.h>
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#include <nvimage/NormalMap.h>
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#include <nvimage/Filter.h>
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#include <nvimage/FloatImage.h>
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#include <nvimage/Image.h>
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using namespace nv;
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static float processPixel(const FloatImage * img, uint x, uint y)
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{
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nvDebugCheck(img != NULL);
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const uint w = img->width();
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const uint h = img->height();
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float d = img->pixel(x, y, 0);
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float fx0 = (float) x / w;
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float fy0 = (float) y / h;
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float best_ratio = INF;
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uint best_x = w;
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uint best_y = h;
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for (uint yy = 0; yy < h; yy++)
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{
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for (uint xx = 0; xx < w; xx++)
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{
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float ch = d - img->pixel(xx, yy, 0);
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if (ch > 0)
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{
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float dx = float(xx - x);
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float dy = float(yy - y);
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float ratio = (dx * dx + dy * dy) / ch;
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if (ratio < best_ratio)
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{
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best_x = xx;
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best_y = yy;
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}
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}
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}
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}
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if (best_x != w)
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{
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nvDebugCheck(best_y !=h);
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float dx = float(best_x - x) / w;
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float dy = float(best_y - y) / h;
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float cw = sqrtf(dx*dx + dy*dy);
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float ch = d - img->pixel(xx, yy, 0);
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return min(1, sqrtf(cw / ch));
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}
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return 1;
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}
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// Create cone map using the given kernels.
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FloatImage * createConeMap(const Image * img, Vector4::Arg heightWeights)
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{
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nvCheck(img != NULL);
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const uint w = img->width();
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const uint h = img->height();
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AutoPtr<FloatImage> fimage(new FloatImage());
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//fimage->allocate(2, w, h);
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fimage->allocate(4, w, h);
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// Compute height and store in red channel:
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float * heightChannel = fimage->channel(0);
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for(uint i = 0; i < w*h; i++)
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{
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Vector4 color = toVector4(img->pixel(i));
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heightChannel[i] = dot(color, heightWeights);
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}
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// Compute cones:
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for(uint y = 0; y < h; y++)
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{
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for(uint x = 0; x < w; x++)
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{
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processPixel(fimage, x, y);
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}
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}
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return fimage.release();
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}
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