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nvidia-texture-tools/src/nvimage/FloatImage.h

271 lines
7.1 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#ifndef NV_IMAGE_FLOATIMAGE_H
#define NV_IMAGE_FLOATIMAGE_H
#include <nvimage/nvimage.h>
#include <nvmath/Vector.h>
#include <nvcore/Debug.h>
#include <nvcore/Containers.h> // clamp
#include <stdlib.h> // abs
namespace nv
{
class Vector4;
class Matrix;
class Image;
class Filter;
class Kernel1;
class Kernel2;
class PolyphaseKernel;
/// Multicomponent floating point image class.
class FloatImage
{
public:
enum WrapMode {
WrapMode_Clamp,
WrapMode_Repeat,
WrapMode_Mirror
};
NVIMAGE_API FloatImage();
NVIMAGE_API FloatImage(const Image * img);
NVIMAGE_API virtual ~FloatImage();
/** @name Conversion. */
//@{
NVIMAGE_API void initFrom(const Image * img);
NVIMAGE_API Image * createImage(uint base_component = 0, uint num = 4) const;
NVIMAGE_API Image * createImageGammaCorrect(float gamma = 2.2f) const;
//@}
/** @name Allocation. */
//@{
NVIMAGE_API void allocate(uint c, uint w, uint h);
NVIMAGE_API void free(); // Does not clear members.
//@}
/** @name Manipulation. */
//@{
NVIMAGE_API void clear(float f=0.0f);
NVIMAGE_API void normalize(uint base_component);
NVIMAGE_API void packNormals(uint base_component);
NVIMAGE_API void expandNormals(uint base_component);
NVIMAGE_API void scaleBias(uint base_component, uint num, float scale, float add);
//NVIMAGE_API void clamp(uint base_component, uint num);
NVIMAGE_API void clamp(float low, float high);
NVIMAGE_API void toLinear(uint base_component, uint num, float gamma = 2.2f);
NVIMAGE_API void toGamma(uint base_component, uint num, float gamma = 2.2f);
NVIMAGE_API void exponentiate(uint base_component, uint num, float power);
NVIMAGE_API FloatImage * fastDownSample() const;
NVIMAGE_API FloatImage * downSample(const Filter & filter, WrapMode wm) const;
NVIMAGE_API FloatImage * downSample(const Filter & filter, WrapMode wm, uint alpha) const;
NVIMAGE_API FloatImage * resize(const Filter & filter, uint w, uint h, WrapMode wm) const;
NVIMAGE_API FloatImage * resize(const Filter & filter, uint w, uint h, WrapMode wm, uint alpha) const;
//@}
NVIMAGE_API float applyKernel(const Kernel2 * k, int x, int y, uint c, WrapMode wm) const;
NVIMAGE_API float applyKernelVertical(const Kernel1 * k, int x, int y, uint c, WrapMode wm) const;
NVIMAGE_API float applyKernelHorizontal(const Kernel1 * k, int x, int y, uint c, WrapMode wm) const;
NVIMAGE_API void applyKernelVertical(const PolyphaseKernel & k, int x, uint c, WrapMode wm, float * output) const;
NVIMAGE_API void applyKernelHorizontal(const PolyphaseKernel & k, int y, uint c, WrapMode wm, float * output) const;
NVIMAGE_API void applyKernelVertical(const PolyphaseKernel & k, int x, uint c, uint a, WrapMode wm, float * output) const;
NVIMAGE_API void applyKernelHorizontal(const PolyphaseKernel & k, int y, uint c, uint a, WrapMode wm, float * output) const;
uint width() const { return m_width; }
uint height() const { return m_height; }
uint componentNum() const { return m_componentNum; }
uint count() const { return m_count; }
/** @name Pixel access. */
//@{
const float * channel(uint c) const;
float * channel(uint c);
const float * scanline(uint y, uint c) const;
float * scanline(uint y, uint c);
void setPixel(float f, uint x, uint y, uint c);
void addPixel(float f, uint x, uint y, uint c);
float pixel(uint x, uint y, uint c) const;
void setPixel(float f, uint idx);
float pixel(uint idx) const;
float sampleNearest(float x, float y, int c, WrapMode wm) const;
float sampleLinear(float x, float y, int c, WrapMode wm) const;
float sampleNearestClamp(float x, float y, int c) const;
float sampleNearestRepeat(float x, float y, int c) const;
float sampleNearestMirror(float x, float y, int c) const;
float sampleLinearClamp(float x, float y, int c) const;
float sampleLinearRepeat(float x, float y, int c) const;
float sampleLinearMirror(float x, float y, int c) const;
//@}
FloatImage* clone() const;
public:
uint index(uint x, uint y) const;
uint indexClamp(int x, int y) const;
uint indexRepeat(int x, int y) const;
uint indexMirror(int x, int y) const;
uint index(int x, int y, WrapMode wm) const;
public:
uint16 m_width; ///< Width of the texture.
uint16 m_height; ///< Height of the texture.
uint32 m_componentNum; ///< Number of components.
uint32 m_count; ///< Image pixel count.
float * m_mem;
};
/// Get const channel pointer.
inline const float * FloatImage::channel(uint c) const
{
nvDebugCheck(m_mem != NULL);
nvDebugCheck(c < m_componentNum);
return m_mem + c * m_width * m_height;
}
/// Get channel pointer.
inline float * FloatImage::channel(uint c) {
nvDebugCheck(m_mem != NULL);
nvDebugCheck(c < m_componentNum);
return m_mem + c * m_width * m_height;
}
/// Get const scanline pointer.
inline const float * FloatImage::scanline(uint y, uint c) const
{
nvDebugCheck(y < m_height);
return channel(c) + y * m_width;
}
/// Get scanline pointer.
inline float * FloatImage::scanline(uint y, uint c)
{
nvDebugCheck(y < m_height);
return channel(c) + y * m_width;
}
/// Set pixel component.
inline void FloatImage::setPixel(float f, uint x, uint y, uint c)
{
nvDebugCheck(m_mem != NULL);
nvDebugCheck(x < m_width);
nvDebugCheck(y < m_height);
nvDebugCheck(c < m_componentNum);
m_mem[(c * m_height + y) * m_width + x] = f;
}
/// Add to pixel component.
inline void FloatImage::addPixel(float f, uint x, uint y, uint c)
{
nvDebugCheck(m_mem != NULL);
nvDebugCheck(x < m_width);
nvDebugCheck(y < m_height);
nvDebugCheck(c < m_componentNum);
m_mem[(c * m_height + y) * m_width + x] += f;
}
/// Get pixel component.
inline float FloatImage::pixel(uint x, uint y, uint c) const
{
nvDebugCheck(m_mem != NULL);
nvDebugCheck(x < m_width);
nvDebugCheck(y < m_height);
nvDebugCheck(c < m_componentNum);
return m_mem[(c * m_height + y) * m_width + x];
}
/// Set pixel component.
inline void FloatImage::setPixel(float f, uint idx)
{
nvDebugCheck(idx < m_count);
m_mem[idx] = f;
}
/// Get pixel component.
inline float FloatImage::pixel(uint idx) const
{
nvDebugCheck(idx < m_count);
return m_mem[idx];
}
inline uint FloatImage::index(uint x, uint y) const
{
nvDebugCheck(x < m_width);
nvDebugCheck(y < m_height);
return y * m_width + x;
}
inline uint FloatImage::indexClamp(int x, int y) const
{
return nv::clamp(y, int(0), int(m_height-1)) * m_width + nv::clamp(x, int(0), int(m_width-1));
}
inline int repeat_remainder(int a, int b)
{
if (a >= 0) return a % b;
else return (a + 1) % b + b - 1;
}
inline uint FloatImage::indexRepeat(int x, int y) const
{
return repeat_remainder(y, m_height) * m_width + repeat_remainder(x, m_width);
}
inline uint FloatImage::indexMirror(int x, int y) const
{
if (m_width == 1) x = 0;
x = abs(x);
while (x >= m_width) {
x = abs(m_width + m_width - x - 2);
}
if (m_height == 1) y = 0;
y = abs(y);
while (y >= m_height) {
y = abs(m_height + m_height - y - 2);
}
return index(x, y);
}
inline uint FloatImage::index(int x, int y, WrapMode wm) const
{
if (wm == WrapMode_Clamp) return indexClamp(x, y);
if (wm == WrapMode_Repeat) return indexRepeat(x, y);
/*if (wm == WrapMode_Mirror)*/ return indexMirror(x, y);
}
} // nv namespace
#endif // NV_IMAGE_FLOATIMAGE_H