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369 lines
9.9 KiB
369 lines
9.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef FLOAT_BM_H |
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#define FLOAT_BM_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include <tier0/platform.h> |
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#include "tier0/dbg.h" |
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#include <mathlib/mathlib.h> |
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struct PixRGBAF |
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{ |
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float Red; |
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float Green; |
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float Blue; |
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float Alpha; |
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}; |
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struct PixRGBA8 |
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{ |
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unsigned char Red; |
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unsigned char Green; |
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unsigned char Blue; |
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unsigned char Alpha; |
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}; |
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inline PixRGBAF PixRGBA8_to_F( PixRGBA8 const &x ) |
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{ |
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PixRGBAF f; |
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f.Red = x.Red / 255.f; |
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f.Green = x.Green / 255.f; |
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f.Blue = x.Blue / 255.f; |
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f.Alpha = x.Alpha / 255.f; |
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return f; |
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} |
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inline PixRGBA8 PixRGBAF_to_8( PixRGBAF const &f ) |
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{ |
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PixRGBA8 x; |
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x.Red = max( 0.f, min( 255.f,255.f*f.Red ) ); |
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x.Green = max( 0.f, min( 255.f,255.f*f.Green ) ); |
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x.Blue = max( 0.f, min( 255.f,255.f*f.Blue ) ); |
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x.Alpha = max( 0.f, min( 255.f,255.f*f.Alpha ) ); |
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return x; |
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} |
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#define SPFLAGS_MAXGRADIENT 1 |
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// bit flag options for ComputeSelfShadowedBumpmapFromHeightInAlphaChannel: |
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#define SSBUMP_OPTION_NONDIRECTIONAL 1 // generate ambient occlusion only |
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#define SSBUMP_MOD2X_DETAIL_TEXTURE 2 // scale so that a flat unshadowed |
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// value is 0.5, and bake rgb luminance |
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// in. |
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class FloatBitMap_t |
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{ |
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public: |
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int Width, Height; // bitmap dimensions |
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float *RGBAData; // actual data |
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FloatBitMap_t(void) // empty one |
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{ |
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Width=Height=0; |
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RGBAData=0; |
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} |
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FloatBitMap_t(int width, int height); // make one and allocate space |
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FloatBitMap_t(char const *filename); // read one from a file (tga or pfm) |
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FloatBitMap_t(FloatBitMap_t const *orig); |
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// quantize one to 8 bits |
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bool WriteTGAFile(char const *filename) const; |
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bool LoadFromPFM(char const *filename); // load from floating point pixmap (.pfm) file |
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bool WritePFM(char const *filename); // save to floating point pixmap (.pfm) file |
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void InitializeWithRandomPixelsFromAnotherFloatBM(FloatBitMap_t const &other); |
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inline float & Pixel(int x, int y, int comp) const |
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{ |
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Assert((x>=0) && (x<Width)); |
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Assert((y>=0) && (y<Height)); |
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return RGBAData[4*(x+Width*y)+comp]; |
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} |
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inline float & PixelWrapped(int x, int y, int comp) const |
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{ |
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// like Pixel except wraps around to other side |
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if (x < 0) |
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x+=Width; |
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else |
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if (x>= Width) |
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x -= Width; |
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if ( y < 0 ) |
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y+=Height; |
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else |
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if ( y >= Height ) |
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y -= Height; |
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return RGBAData[4*(x+Width*y)+comp]; |
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} |
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inline float & PixelClamped(int x, int y, int comp) const |
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{ |
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// like Pixel except wraps around to other side |
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x=clamp(x,0,Width-1); |
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y=clamp(y,0,Height-1); |
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return RGBAData[4*(x+Width*y)+comp]; |
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} |
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inline float & Alpha(int x, int y) const |
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{ |
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Assert((x>=0) && (x<Width)); |
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Assert((y>=0) && (y<Height)); |
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return RGBAData[3+4*(x+Width*y)]; |
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} |
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// look up a pixel value with bilinear interpolation |
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float InterpolatedPixel(float x, float y, int comp) const; |
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inline PixRGBAF PixelRGBAF(int x, int y) const |
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{ |
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Assert((x>=0) && (x<Width)); |
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Assert((y>=0) && (y<Height)); |
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PixRGBAF RetPix; |
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int RGBoffset= 4*(x+Width*y); |
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RetPix.Red= RGBAData[RGBoffset+0]; |
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RetPix.Green= RGBAData[RGBoffset+1]; |
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RetPix.Blue= RGBAData[RGBoffset+2]; |
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RetPix.Alpha= RGBAData[RGBoffset+3]; |
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return RetPix; |
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} |
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inline void WritePixelRGBAF(int x, int y, PixRGBAF value) const |
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{ |
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Assert((x>=0) && (x<Width)); |
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Assert((y>=0) && (y<Height)); |
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int RGBoffset= 4*(x+Width*y); |
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RGBAData[RGBoffset+0]= value.Red; |
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RGBAData[RGBoffset+1]= value.Green; |
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RGBAData[RGBoffset+2]= value.Blue; |
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RGBAData[RGBoffset+3]= value.Alpha; |
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} |
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inline void WritePixel(int x, int y, int comp, float value) |
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{ |
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Assert((x>=0) && (x<Width)); |
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Assert((y>=0) && (y<Height)); |
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RGBAData[4*(x+Width*y)+comp]= value; |
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} |
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// paste, performing boundary matching. Alpha channel can be used to make |
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// brush shape irregular |
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void SmartPaste(FloatBitMap_t const &brush, int xofs, int yofs, uint32 flags); |
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// force to be tileable using poisson formula |
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void MakeTileable(void); |
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void ReSize(int NewXSize, int NewYSize); |
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// find the bounds of the area that has non-zero alpha. |
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void GetAlphaBounds(int &minx, int &miny, int &maxx,int &maxy); |
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// Solve the poisson equation for an image. The alpha channel of the image controls which |
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// pixels are "modifiable", and can be used to set boundary conditions. Alpha=0 means the pixel |
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// is locked. deltas are in the order [(x,y)-(x,y-1),(x,y)-(x-1,y),(x,y)-(x+1,y),(x,y)-(x,y+1) |
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void Poisson(FloatBitMap_t *deltas[4], |
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int n_iters, |
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uint32 flags // SPF_xxx |
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); |
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FloatBitMap_t *QuarterSize(void) const; // get a new one downsampled |
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FloatBitMap_t *QuarterSizeBlocky(void) const; // get a new one downsampled |
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FloatBitMap_t *QuarterSizeWithGaussian(void) const; // downsample 2x using a gaussian |
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void RaiseToPower(float pow); |
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void ScaleGradients(void); |
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void Logize(void); // pix=log(1+pix) |
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void UnLogize(void); // pix=exp(pix)-1 |
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// compress to 8 bits converts the hdr texture to an 8 bit texture, encoding a scale factor |
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// in the alpha channel. upon return, the original pixel can be (approximately) recovered |
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// by the formula rgb*alpha*overbright. |
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// this function performs special numerical optimization on the texture to minimize the error |
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// when using bilinear filtering to read the texture. |
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void CompressTo8Bits(float overbright); |
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// decompress a bitmap converted by CompressTo8Bits |
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void Uncompress(float overbright); |
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Vector AverageColor(void); // average rgb value of all pixels |
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float BrightestColor(void); // highest vector magnitude |
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void Clear(float r, float g, float b, float alpha); // set all pixels to speicifed values (0..1 nominal) |
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void ScaleRGB(float scale_factor); // for all pixels, r,g,b*=scale_factor |
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// given a bitmap with height stored in the alpha channel, generate vector positions and normals |
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void ComputeVertexPositionsAndNormals( float flHeightScale, Vector **ppPosOut, Vector **ppNormalOut ) const; |
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// generate a normal map with height stored in alpha. uses hl2 tangent basis to support baked |
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// self shadowing. the bump scale maps the height of a pixel relative to the edges of the |
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// pixel. This function may take a while - many millions of rays may be traced. applications |
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// using this method need to link w/ raytrace.lib |
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FloatBitMap_t *ComputeSelfShadowedBumpmapFromHeightInAlphaChannel( |
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float bump_scale, int nrays_to_trace_per_pixel=100, |
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uint32 nOptionFlags = 0 // SSBUMP_OPTION_XXX |
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) const; |
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// generate a conventional normal map from a source with height stored in alpha. |
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FloatBitMap_t *ComputeBumpmapFromHeightInAlphaChannel( float bump_scale ) const ; |
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// bilateral (edge preserving) smoothing filter. edge_threshold_value defines the difference in |
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// values over which filtering will not occur. Each channel is filtered independently. large |
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// radii will run slow, since the bilateral filter is neither separable, nor is it a |
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// convolution that can be done via fft. |
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void TileableBilateralFilter( int radius_in_pixels, float edge_threshold_value ); |
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~FloatBitMap_t(); |
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void AllocateRGB(int w, int h) |
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{ |
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if (RGBAData) delete[] RGBAData; |
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RGBAData=new float[w*h*4]; |
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Width=w; |
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Height=h; |
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} |
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}; |
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// a FloatCubeMap_t holds the floating point bitmaps for 6 faces of a cube map |
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class FloatCubeMap_t |
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{ |
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public: |
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FloatBitMap_t face_maps[6]; |
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FloatCubeMap_t(int xfsize, int yfsize) |
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{ |
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// make an empty one with face dimensions xfsize x yfsize |
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for(int f=0;f<6;f++) |
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face_maps[f].AllocateRGB(xfsize,yfsize); |
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} |
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// load basenamebk,pfm, basenamedn.pfm, basenameft.pfm, ... |
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FloatCubeMap_t(char const *basename); |
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// save basenamebk,pfm, basenamedn.pfm, basenameft.pfm, ... |
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void WritePFMs(char const *basename); |
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Vector AverageColor(void) |
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{ |
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Vector ret(0,0,0); |
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int nfaces=0; |
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for(int f=0;f<6;f++) |
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{ |
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if (face_maps[f].RGBAData) |
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{ |
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nfaces++; |
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ret+=face_maps[f].AverageColor(); |
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} |
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} |
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if (nfaces) |
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ret*=(1.0/nfaces); |
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return ret; |
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} |
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float BrightestColor(void) |
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{ |
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float ret=0.0; |
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int nfaces=0; |
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for(int f=0;f<6;f++) |
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{ |
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if (face_maps[f].RGBAData) |
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{ |
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nfaces++; |
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ret=max(ret,face_maps[f].BrightestColor()); |
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} |
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} |
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return ret; |
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} |
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// resample a cubemap to one of possibly a lower resolution, using a given phong exponent. |
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// dot-product weighting will be used for the filtering operation. |
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void Resample(FloatCubeMap_t &dest, float flPhongExponent); |
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// returns the normalized direciton vector through a given pixel of a given face |
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Vector PixelDirection(int face, int x, int y); |
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// returns the direction vector throught the center of a cubemap face |
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Vector FaceNormal( int nFaceNumber ); |
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}; |
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static inline float FLerp(float f1, float f2, float t) |
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{ |
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return f1+(f2-f1)*t; |
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} |
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// Image Pyramid class. |
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#define MAX_IMAGE_PYRAMID_LEVELS 16 // up to 64kx64k |
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enum ImagePyramidMode_t |
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{ |
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PYRAMID_MODE_GAUSSIAN, |
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}; |
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class FloatImagePyramid_t |
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{ |
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public: |
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int m_nLevels; |
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FloatBitMap_t *m_pLevels[MAX_IMAGE_PYRAMID_LEVELS]; // level 0 is highest res |
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FloatImagePyramid_t(void) |
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{ |
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m_nLevels=0; |
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memset(m_pLevels,0,sizeof(m_pLevels)); |
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} |
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// build one. clones data from src for level 0. |
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FloatImagePyramid_t(FloatBitMap_t const &src, ImagePyramidMode_t mode); |
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// read or write a Pixel from a given level. All coordinates are specified in the same domain as the base level. |
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float &Pixel(int x, int y, int component, int level) const; |
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FloatBitMap_t *Level(int lvl) const |
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{ |
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Assert(lvl<m_nLevels); |
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Assert(lvl<ARRAYSIZE(m_pLevels)); |
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return m_pLevels[lvl]; |
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} |
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// rebuild all levels above the specified level |
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void ReconstructLowerResolutionLevels(int starting_level); |
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~FloatImagePyramid_t(void); |
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void WriteTGAs(char const *basename) const; // outputs name_00.tga, name_01.tga,... |
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}; |
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#endif
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