⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 imfenvmap.cpp

📁 image converter source code
💻 CPP
字号:
/////////////////////////////////////////////////////////////////////////////// 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

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -