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/src/FreeImage/Source/OpenEXR/IlmImf/ImfEnvmap.cpp

https://bitbucket.org/cabalistic/ogredeps/
C++ | 328 lines | 214 code | 73 blank | 41 comment | 17 complexity | 01668ae2874f065128ef727bdfd507d4 MD5 | raw file
  1///////////////////////////////////////////////////////////////////////////
  2//
  3// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
  4// Digital Ltd. LLC
  5// 
  6// All rights reserved.
  7// 
  8// Redistribution and use in source and binary forms, with or without
  9// modification, are permitted provided that the following conditions are
 10// met:
 11// *       Redistributions of source code must retain the above copyright
 12// notice, this list of conditions and the following disclaimer.
 13// *       Redistributions in binary form must reproduce the above
 14// copyright notice, this list of conditions and the following disclaimer
 15// in the documentation and/or other materials provided with the
 16// distribution.
 17// *       Neither the name of Industrial Light & Magic nor the names of
 18// its contributors may be used to endorse or promote products derived
 19// from this software without specific prior written permission. 
 20// 
 21// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 22// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 23// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 24// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 25// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 26// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 27// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 28// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 29// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 30// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 31// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 32//
 33///////////////////////////////////////////////////////////////////////////
 34
 35
 36//-----------------------------------------------------------------------------
 37//
 38//	Environment maps
 39//
 40//-----------------------------------------------------------------------------
 41
 42#include <ImfEnvmap.h>
 43#include "ImathFun.h"
 44#include <algorithm>
 45#include <math.h>
 46
 47using namespace std;
 48using namespace Imath;
 49
 50namespace Imf {
 51namespace LatLongMap {
 52
 53V2f	
 54latLong (const V3f &dir)
 55{
 56    float r = sqrt (dir.z * dir.z + dir.x * dir.x);
 57
 58    float latitude = (r < abs (dir.y))?
 59			 acos (r / dir.length()) * sign (dir.y):
 60			 asin (dir.y / dir.length());
 61
 62    float longitude = (dir.z == 0 && dir.x == 0)? 0: atan2 (dir.x, dir.z);
 63
 64    return V2f (latitude, longitude);
 65}
 66
 67
 68V2f
 69latLong (const Box2i &dataWindow, const V2f &pixelPosition)
 70{
 71    float latitude, longitude;
 72
 73    if (dataWindow.max.y > dataWindow.min.y)
 74    {
 75	latitude = -M_PI *
 76		  ((pixelPosition.y  - dataWindow.min.y) /
 77		   (dataWindow.max.y - dataWindow.min.y) - 0.5f);
 78    }
 79    else
 80    {
 81	latitude = 0;
 82    }
 83
 84    if (dataWindow.max.x > dataWindow.min.x)
 85    {
 86	longitude = -2 * M_PI *
 87		   ((pixelPosition.x  - dataWindow.min.x) /
 88		    (dataWindow.max.x - dataWindow.min.x) - 0.5f);
 89    }
 90    else
 91    {
 92	longitude = 0;
 93    }
 94
 95    return V2f (latitude, longitude);
 96}
 97
 98
 99V2f
100pixelPosition (const Box2i &dataWindow, const V2f &latLong)
101{
102    float x = latLong.y / (-2 * M_PI) + 0.5f;
103    float y = latLong.x / -M_PI + 0.5f;
104
105    return V2f (x * (dataWindow.max.x - dataWindow.min.x) + dataWindow.min.x,
106		y * (dataWindow.max.y - dataWindow.min.y) + dataWindow.min.y);
107}
108
109
110V2f
111pixelPosition (const Box2i &dataWindow, const V3f &direction)
112{
113    return pixelPosition (dataWindow, latLong (direction));
114}
115
116
117V3f
118direction (const Box2i &dataWindow, const V2f &pixelPosition)
119{
120    V2f ll = latLong (dataWindow, pixelPosition);
121
122    return V3f (sin (ll.y) * cos (ll.x),
123		sin (ll.x),
124		cos (ll.y) * cos (ll.x));
125}
126
127} // namespace LatLongMap
128
129
130namespace CubeMap {
131
132int
133sizeOfFace (const Box2i &dataWindow)
134{
135    return min ((dataWindow.max.x - dataWindow.min.x + 1),
136		(dataWindow.max.y - dataWindow.min.y + 1) / 6);
137}
138
139
140Box2i
141dataWindowForFace (CubeMapFace face, const Box2i &dataWindow)
142{
143    int sof = sizeOfFace (dataWindow);
144    Box2i dwf;
145
146    dwf.min.x = 0;
147    dwf.min.y = int (face) * sof;
148
149    dwf.max.x = dwf.min.x + sof - 1;
150    dwf.max.y = dwf.min.y + sof - 1;
151
152    return dwf;
153}
154
155
156V2f
157pixelPosition (CubeMapFace face, const Box2i &dataWindow, V2f positionInFace)
158{
159    Box2i dwf = dataWindowForFace (face, dataWindow);
160    V2f pos (0, 0);
161
162    switch (face)
163    {
164      case CUBEFACE_POS_X:
165
166	pos.x = dwf.min.x + positionInFace.y;
167	pos.y = dwf.max.y - positionInFace.x;
168	break;
169
170      case CUBEFACE_NEG_X:
171
172	pos.x = dwf.max.x - positionInFace.y;
173	pos.y = dwf.max.y - positionInFace.x;
174	break;
175
176      case CUBEFACE_POS_Y:
177
178	pos.x = dwf.min.x + positionInFace.x;
179	pos.y = dwf.max.y - positionInFace.y;
180	break;
181
182      case CUBEFACE_NEG_Y:
183
184	pos.x = dwf.min.x + positionInFace.x;
185	pos.y = dwf.min.y + positionInFace.y;
186	break;
187
188      case CUBEFACE_POS_Z:
189
190	pos.x = dwf.max.x - positionInFace.x;
191	pos.y = dwf.max.y - positionInFace.y;
192	break;
193
194      case CUBEFACE_NEG_Z:
195
196	pos.x = dwf.min.x + positionInFace.x;
197	pos.y = dwf.max.y - positionInFace.y;
198	break;
199    }
200
201    return pos;
202}
203
204
205void
206faceAndPixelPosition (const V3f &direction,
207		      const Box2i &dataWindow,
208		      CubeMapFace &face,
209		      V2f &pif)
210{
211    int sof = sizeOfFace (dataWindow);
212    float absx = abs (direction.x);
213    float absy = abs (direction.y);
214    float absz = abs (direction.z);
215
216    if (absx >= absy && absx >= absz)
217    {
218	if (absx == 0)
219	{
220	    //
221	    // Special case - direction is (0, 0, 0)
222	    //
223
224	    face = CUBEFACE_POS_X;
225	    pif = V2f (0, 0);
226	    return;
227	}
228
229	pif.x = (direction.y / absx + 1) / 2 * (sof - 1);
230	pif.y = (direction.z / absx + 1) / 2 * (sof - 1);
231
232	if (direction.x > 0)
233	    face = CUBEFACE_POS_X;
234	else
235	    face = CUBEFACE_NEG_X;
236    }
237    else if (absy >= absz)
238    {
239	pif.x = (direction.x / absy + 1) / 2 * (sof - 1);
240	pif.y = (direction.z / absy + 1) / 2 * (sof - 1);
241
242	if (direction.y > 0)
243	    face = CUBEFACE_POS_Y;
244	else
245	    face = CUBEFACE_NEG_Y;
246    }
247    else
248    {
249	pif.x = (direction.x / absz + 1) / 2 * (sof - 1);
250	pif.y = (direction.y / absz + 1) / 2 * (sof - 1);
251
252	if (direction.z > 0)
253	    face = CUBEFACE_POS_Z;
254	else
255	    face = CUBEFACE_NEG_Z;
256    }
257}
258
259
260V3f
261direction (CubeMapFace face, const Box2i &dataWindow, const V2f &positionInFace)
262{
263    int sof = sizeOfFace (dataWindow);
264
265    V2f pos;
266    
267    if (sof > 1)
268    {
269	pos = V2f (positionInFace.x / (sof - 1) * 2 - 1,
270		   positionInFace.y / (sof - 1) * 2 - 1);
271    }
272    else
273    {
274	pos = V2f (0, 0);
275    }
276
277    V3f dir (1, 0, 0);
278
279    switch (face)
280    {
281      case CUBEFACE_POS_X:
282
283	dir.x = 1;
284	dir.y = pos.x;
285	dir.z = pos.y;
286	break;
287
288      case CUBEFACE_NEG_X:
289
290	dir.x = -1;
291	dir.y = pos.x;
292	dir.z = pos.y;
293	break;
294
295      case CUBEFACE_POS_Y:
296
297	dir.x = pos.x;
298	dir.y = 1;
299	dir.z = pos.y;
300	break;
301
302      case CUBEFACE_NEG_Y:
303
304	dir.x = pos.x;
305	dir.y = -1;
306	dir.z = pos.y;
307	break;
308
309      case CUBEFACE_POS_Z:
310
311	dir.x = pos.x;
312	dir.y = pos.y;
313	dir.z = 1;
314	break;
315
316      case CUBEFACE_NEG_Z:
317
318	dir.x = pos.x;
319	dir.y = pos.y;
320	dir.z = -1;
321	break;
322    }
323
324    return dir;
325}
326
327} // namespace CubeMap
328} // namespace Imf