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nvidia-texture-tools/src/nvimage/ConeMap.cpp

123 lines
2.9 KiB
C++

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