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