📄 imfenvmap.cpp
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/////////////////////////////////////////////////////////////////////////////// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas// Digital Ltd. LLC// // All rights reserved.// // Redistribution and use in source and binary forms, with or without// modification, are permitted provided that the following conditions are// met:// * Redistributions of source code must retain the above copyright// notice, this list of conditions and the following disclaimer.// * Redistributions in binary form must reproduce the above// copyright notice, this list of conditions and the following disclaimer// in the documentation and/or other materials provided with the// distribution.// * Neither the name of Industrial Light & Magic nor the names of// its contributors may be used to endorse or promote products derived// from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.///////////////////////////////////////////////////////////////////////////////-----------------------------------------------------------------------------//// Environment maps////-----------------------------------------------------------------------------#include <ImfEnvmap.h>#include "ImathFun.h"#include <algorithm>#include <math.h>using namespace std;using namespace Imath;namespace Imf {namespace LatLongMap {V2f latLong (const V3f &dir){ float r = sqrt (dir.z * dir.z + dir.x * dir.x); float latitude = (r < abs (dir.y))? acos (r / dir.length()) * sign (dir.y): asin (dir.y / dir.length()); float longitude = (dir.z == 0 && dir.x == 0)? 0: atan2 (dir.x, dir.z); return V2f (latitude, longitude);}V2flatLong (const Box2i &dataWindow, const V2f &pixelPosition){ float latitude, longitude; if (dataWindow.max.y > dataWindow.min.y) { latitude = -M_PI * ((pixelPosition.y - dataWindow.min.y) / (dataWindow.max.y - dataWindow.min.y) - 0.5f); } else { latitude = 0; } if (dataWindow.max.x > dataWindow.min.x) { longitude = -2 * M_PI * ((pixelPosition.x - dataWindow.min.x) / (dataWindow.max.x - dataWindow.min.x) - 0.5f); } else { longitude = 0; } return V2f (latitude, longitude);}V2fpixelPosition (const Box2i &dataWindow, const V2f &latLong){ float x = latLong.y / (-2 * M_PI) + 0.5f; float y = latLong.x / -M_PI + 0.5f; return V2f (x * (dataWindow.max.x - dataWindow.min.x) + dataWindow.min.x, y * (dataWindow.max.y - dataWindow.min.y) + dataWindow.min.y);}V2fpixelPosition (const Box2i &dataWindow, const V3f &direction){ return pixelPosition (dataWindow, latLong (direction));}V3fdirection (const Box2i &dataWindow, const V2f &pixelPosition){ V2f ll = latLong (dataWindow, pixelPosition); return V3f (sin (ll.y) * cos (ll.x), sin (ll.x), cos (ll.y) * cos (ll.x));}} // namespace LatLongMapnamespace CubeMap {intsizeOfFace (const Box2i &dataWindow){ return min ((dataWindow.max.x - dataWindow.min.x + 1), (dataWindow.max.y - dataWindow.min.y + 1) / 6);}Box2idataWindowForFace (CubeMapFace face, const Box2i &dataWindow){ int sof = sizeOfFace (dataWindow); Box2i dwf; dwf.min.x = 0; dwf.min.y = int (face) * sof; dwf.max.x = dwf.min.x + sof - 1; dwf.max.y = dwf.min.y + sof - 1; return dwf;}V2fpixelPosition (CubeMapFace face, const Box2i &dataWindow, V2f positionInFace){ Box2i dwf = dataWindowForFace (face, dataWindow); V2f pos (0, 0); switch (face) { case CUBEFACE_POS_X: pos.x = dwf.min.x + positionInFace.y; pos.y = dwf.max.y - positionInFace.x; break; case CUBEFACE_NEG_X: pos.x = dwf.max.x - positionInFace.y; pos.y = dwf.max.y - positionInFace.x; break; case CUBEFACE_POS_Y: pos.x = dwf.min.x + positionInFace.x; pos.y = dwf.max.y - positionInFace.y; break; case CUBEFACE_NEG_Y: pos.x = dwf.min.x + positionInFace.x; pos.y = dwf.min.y + positionInFace.y; break; case CUBEFACE_POS_Z: pos.x = dwf.max.x - positionInFace.x; pos.y = dwf.max.y - positionInFace.y; break; case CUBEFACE_NEG_Z: pos.x = dwf.min.x + positionInFace.x; pos.y = dwf.max.y - positionInFace.y; break; } return pos;}voidfaceAndPixelPosition (const V3f &direction, const Box2i &dataWindow, CubeMapFace &face, V2f &pif){ int sof = sizeOfFace (dataWindow); float absx = abs (direction.x); float absy = abs (direction.y); float absz = abs (direction.z); if (absx >= absy && absx >= absz) { if (absx == 0) { // // Special case - direction is (0, 0, 0) // face = CUBEFACE_POS_X; pif = V2f (0, 0); return; } pif.x = (direction.y / absx + 1) / 2 * (sof - 1); pif.y = (direction.z / absx + 1) / 2 * (sof - 1); if (direction.x > 0) face = CUBEFACE_POS_X; else face = CUBEFACE_NEG_X; } else if (absy >= absz) { pif.x = (direction.x / absy + 1) / 2 * (sof - 1); pif.y = (direction.z / absy + 1) / 2 * (sof - 1); if (direction.y > 0) face = CUBEFACE_POS_Y; else face = CUBEFACE_NEG_Y; } else { pif.x = (direction.x / absz + 1) / 2 * (sof - 1); pif.y = (direction.y / absz + 1) / 2 * (sof - 1); if (direction.z > 0) face = CUBEFACE_POS_Z; else face = CUBEFACE_NEG_Z; }}V3fdirection (CubeMapFace face, const Box2i &dataWindow, const V2f &positionInFace){ int sof = sizeOfFace (dataWindow); V2f pos; if (sof > 1) { pos = V2f (positionInFace.x / (sof - 1) * 2 - 1, positionInFace.y / (sof - 1) * 2 - 1); } else { pos = V2f (0, 0); } V3f dir (1, 0, 0); switch (face) { case CUBEFACE_POS_X: dir.x = 1; dir.y = pos.x; dir.z = pos.y; break; case CUBEFACE_NEG_X: dir.x = -1; dir.y = pos.x; dir.z = pos.y; break; case CUBEFACE_POS_Y: dir.x = pos.x; dir.y = 1; dir.z = pos.y; break; case CUBEFACE_NEG_Y: dir.x = pos.x; dir.y = -1; dir.z = pos.y; break; case CUBEFACE_POS_Z: dir.x = pos.x; dir.y = pos.y; dir.z = 1; break; case CUBEFACE_NEG_Z: dir.x = pos.x; dir.y = pos.y; dir.z = -1; break; } return dir;}} // namespace CubeMap} // namespace Imf
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