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//========= Copyright Valve Corporation, All rights reserved. ============//
#include <tier0/platform.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include "bitmap/float_bm.h"
#include <filesystem.h>
#include <mathlib/vector.h>
static Vector face_xvector[6]={ // direction of x pixels on face
Vector(-1,0,0), // back
Vector(1,0,0), // down
Vector(1,0,0), // front
Vector(0,1,0), // left
Vector(0,-1,0), // right
Vector(1,0,0) // up
};
static Vector face_yvector[6]={ // direction of y pixels on face
Vector(0,0,-1), // back
Vector(0,1,0), // down
Vector(0,0,-1), // front
Vector(0,0,-1), // left
Vector(0,0,-1), // right
Vector(0,-1,0) // up
};
static Vector face_zvector[6]={ Vector(1,1,1), // back
Vector(-1,-1,-1), // down
Vector(-1,-1,1), // front
Vector(1,-1,1), // left
Vector(-1,1,1), // right
Vector(-1,1,1) // up
};
static char const *namepts[6]={"%sbk.pfm","%sdn.pfm","%sft.pfm","%slf.pfm","%srt.pfm","%sup.pfm"};
FloatCubeMap_t::FloatCubeMap_t(char const *basename) { for(int f=0;f<6;f++) { char fnamebuf[512]; sprintf(fnamebuf,namepts[f],basename); face_maps[f].LoadFromPFM(fnamebuf); } }
void FloatCubeMap_t::WritePFMs(char const *basename) { for(int f=0;f<6;f++) { char fnamebuf[512]; sprintf(fnamebuf,namepts[f],basename); face_maps[f].WritePFM(fnamebuf); } }
Vector FloatCubeMap_t::PixelDirection(int face, int x, int y) { FloatBitMap_t const &bm=face_maps[face]; float xc=x*1.0/(bm.Width-1); float yc=y*1.0/(bm.Height-1); Vector dir=2*xc*face_xvector[face]+ 2*yc*face_yvector[face]+face_zvector[face]; VectorNormalize(dir); return dir; }
Vector FloatCubeMap_t::FaceNormal(int face) { float xc=0.5; float yc=0.5; Vector dir=2*xc*face_xvector[face]+ 2*yc*face_yvector[face]+face_zvector[face]; VectorNormalize(dir); return dir; }
void FloatCubeMap_t::Resample( FloatCubeMap_t &out, float flPhongExponent ) { // terribly slow brute force algorithm just so I can try it out
for(int dface=0;dface<6;dface++) { for(int dy=0;dy<out.face_maps[dface].Height;dy++) for(int dx=0;dx<out.face_maps[dface].Width;dx++) { float sum_weights=0; float sum_rgb[3]={0,0,0}; for(int sface=0;sface<6;sface++) { // easy 15% optimization - check if faces point away from each other
if (DotProduct(FaceNormal(sface),FaceNormal(sface))>-0.9) { Vector ddir=out.PixelDirection(dface,dx,dy); for(int sy=0;sy<face_maps[sface].Height;sy++) for(int sx=0;sx<face_maps[sface].Width;sx++) { float dp=DotProduct(ddir,PixelDirection(sface,sx,sy)); if (dp>0.0) { dp=pow( dp, flPhongExponent ); sum_weights += dp; for(int c=0;c<3;c++) sum_rgb[c] += dp*face_maps[sface].Pixel( sx, sy, c ); } } } } for(int c=0;c<3;c++) out.face_maps[dface].Pixel( dx, dy, c )=sum_rgb[c]*(1.0/sum_weights); } } }
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