4373aa758b
- some support for floating point images. - Charles Bloom extrapolation filter. - misc fixes.
254 lines
6.7 KiB
C++
254 lines
6.7 KiB
C++
// This code is in the public domain -- castanyo@yahoo.es
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#ifndef NV_IMAGE_FLOATIMAGE_H
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#define NV_IMAGE_FLOATIMAGE_H
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#include <nvcore/Debug.h>
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#include <nvcore/Containers.h> // clamp
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#include <nvimage/nvimage.h>
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namespace nv
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{
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class Image;
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class Filter;
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class Kernel1;
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class Kernel2;
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class PolyphaseKernel;
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/// Multicomponent floating point image class.
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class FloatImage
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{
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public:
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enum WrapMode {
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WrapMode_Clamp,
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WrapMode_Repeat,
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WrapMode_Mirror
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};
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NVIMAGE_API FloatImage();
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NVIMAGE_API FloatImage(const Image * img);
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NVIMAGE_API virtual ~FloatImage();
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/** @name Conversion. */
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//@{
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NVIMAGE_API void initFrom(const Image * img);
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NVIMAGE_API Image * createImage(uint base_component = 0, uint num = 4) const;
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NVIMAGE_API Image * createImageGammaCorrect(float gamma = 2.2f) const;
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//@}
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/** @name Allocation. */
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//@{
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NVIMAGE_API void allocate(uint c, uint w, uint h);
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NVIMAGE_API void free(); // Does not clear members.
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//@}
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/** @name Manipulation. */
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//@{
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NVIMAGE_API void clear(float f=0.0f);
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NVIMAGE_API void normalize(uint base_component);
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NVIMAGE_API void packNormals(uint base_component);
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NVIMAGE_API void expandNormals(uint base_component);
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NVIMAGE_API void scaleBias(uint base_component, uint num, float scale, float add);
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//NVIMAGE_API void clamp(uint base_component, uint num);
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NVIMAGE_API void clamp(float low, float high);
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NVIMAGE_API void toLinear(uint base_component, uint num, float gamma = 2.2f);
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NVIMAGE_API void toGamma(uint base_component, uint num, float gamma = 2.2f);
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NVIMAGE_API void exponentiate(uint base_component, uint num, float power);
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NVIMAGE_API FloatImage * fastDownSample() const;
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NVIMAGE_API FloatImage * downSample(const Filter & filter, WrapMode wm) const;
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NVIMAGE_API FloatImage * downSample(const Filter & filter, uint w, uint h, WrapMode wm) const;
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//NVIMAGE_API FloatImage * downSample(const Kernel1 & filter, WrapMode wm) const;
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//NVIMAGE_API FloatImage * downSample(const Kernel1 & filter, uint w, uint h, WrapMode wm) const;
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//@}
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NVIMAGE_API float applyKernel(const Kernel2 * k, int x, int y, int c, WrapMode wm) const;
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NVIMAGE_API float applyKernelVertical(const Kernel1 * k, int x, int y, int c, WrapMode wm) const;
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NVIMAGE_API float applyKernelHorizontal(const Kernel1 * k, int x, int y, int c, WrapMode wm) const;
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NVIMAGE_API void applyKernelVertical(const PolyphaseKernel & k, int x, int c, WrapMode wm, float * output) const;
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NVIMAGE_API void applyKernelHorizontal(const PolyphaseKernel & k, int y, int c, WrapMode wm, float * output) const;
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uint width() const { return m_width; }
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uint height() const { return m_height; }
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uint componentNum() const { return m_componentNum; }
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uint count() const { return m_count; }
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/** @name Pixel access. */
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//@{
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const float * channel(uint c) const;
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float * channel(uint c);
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const float * scanline(uint y, uint c) const;
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float * scanline(uint y, uint c);
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void setPixel(float f, uint x, uint y, uint c);
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void addPixel(float f, uint x, uint y, uint c);
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float pixel(uint x, uint y, uint c) const;
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void setPixel(float f, uint idx);
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float pixel(uint idx) const;
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float sampleNearest(float x, float y, int c, WrapMode wm) const;
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float sampleLinear(float x, float y, int c, WrapMode wm) const;
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float sampleNearestClamp(float x, float y, int c) const;
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float sampleNearestRepeat(float x, float y, int c) const;
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float sampleNearestMirror(float x, float y, int c) const;
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float sampleLinearClamp(float x, float y, int c) const;
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float sampleLinearRepeat(float x, float y, int c) const;
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float sampleLinearMirror(float x, float y, int c) const;
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//@}
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public:
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uint index(uint x, uint y) const;
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uint indexClamp(int x, int y) const;
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uint indexRepeat(int x, int y) const;
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uint indexMirror(int x, int y) const;
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uint index(int x, int y, WrapMode wm) const;
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public:
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uint16 m_width; ///< Width of the texture.
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uint16 m_height; ///< Height of the texture.
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uint32 m_componentNum; ///< Number of components.
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uint32 m_count; ///< Image pixel count.
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float * m_mem;
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};
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/// Get const channel pointer.
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inline const float * FloatImage::channel(uint c) const
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{
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nvDebugCheck(m_mem != NULL);
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nvDebugCheck(c < m_componentNum);
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return m_mem + c * m_width * m_height;
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}
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/// Get channel pointer.
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inline float * FloatImage::channel(uint c) {
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nvDebugCheck(m_mem != NULL);
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nvDebugCheck(c < m_componentNum);
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return m_mem + c * m_width * m_height;
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}
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/// Get const scanline pointer.
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inline const float * FloatImage::scanline(uint y, uint c) const
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{
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nvDebugCheck(y < m_height);
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return channel(c) + y * m_width;
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}
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/// Get scanline pointer.
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inline float * FloatImage::scanline(uint y, uint c)
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{
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nvDebugCheck(y < m_height);
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return channel(c) + y * m_width;
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}
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/// Set pixel component.
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inline void FloatImage::setPixel(float f, uint x, uint y, uint c)
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{
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nvDebugCheck(m_mem != NULL);
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nvDebugCheck(x < m_width);
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nvDebugCheck(y < m_height);
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nvDebugCheck(c < m_componentNum);
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m_mem[(c * m_height + y) * m_width + x] = f;
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}
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/// Add to pixel component.
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inline void FloatImage::addPixel(float f, uint x, uint y, uint c)
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{
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nvDebugCheck(m_mem != NULL);
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nvDebugCheck(x < m_width);
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nvDebugCheck(y < m_height);
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nvDebugCheck(c < m_componentNum);
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m_mem[(c * m_height + y) * m_width + x] += f;
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}
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/// Get pixel component.
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inline float FloatImage::pixel(uint x, uint y, uint c) const
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{
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nvDebugCheck(m_mem != NULL);
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nvDebugCheck(x < m_width);
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nvDebugCheck(y < m_height);
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nvDebugCheck(c < m_componentNum);
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return m_mem[(c * m_height + y) * m_width + x];
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}
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/// Set pixel component.
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inline void FloatImage::setPixel(float f, uint idx)
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{
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nvDebugCheck(idx < m_count);
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m_mem[idx] = f;
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}
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/// Get pixel component.
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inline float FloatImage::pixel(uint idx) const
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{
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nvDebugCheck(idx < m_count);
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return m_mem[idx];
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}
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inline uint FloatImage::index(uint x, uint y) const
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{
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nvDebugCheck(x < m_width);
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nvDebugCheck(y < m_height);
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return y * m_width + x;
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}
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inline uint FloatImage::indexClamp(int x, int y) const
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{
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return nv::clamp(y, int(0), int(m_height-1)) * m_width + nv::clamp(x, int(0), int(m_width-1));
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}
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inline int repeat_remainder(int a, int b)
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{
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if (a >= 0) return a % b;
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else return (a + 1) % b + b - 1;
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}
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inline uint FloatImage::indexRepeat(int x, int y) const
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{
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return repeat_remainder(y, m_height) * m_width + repeat_remainder(x, m_width);
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}
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inline uint FloatImage::indexMirror(int x, int y) const
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{
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x = abs(x);
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while (x >= m_width) {
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x = m_width + m_width - x - 2;
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}
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y = abs(y);
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while (y >= m_height) {
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y = m_height + m_height - y - 2;
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}
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return index(x, y);
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}
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inline uint FloatImage::index(int x, int y, WrapMode wm) const
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{
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if (wm == WrapMode_Clamp) return indexClamp(x, y);
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if (wm == WrapMode_Repeat) return indexRepeat(x, y);
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/*if (wm == WrapMode_Mirror)*/ return indexMirror(x, y);
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}
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} // nv namespace
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#endif // NV_IMAGE_FLOATIMAGE_H
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