/////////////////////////////////////////////////////////////////////////// // // 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 #include "ImathFun.h" #include #include 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); } V2f latLong (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); } V2f pixelPosition (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); } V2f pixelPosition (const Box2i &dataWindow, const V3f &direction) { return pixelPosition (dataWindow, latLong (direction)); } V3f direction (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 LatLongMap namespace CubeMap { int sizeOfFace (const Box2i &dataWindow) { return min ((dataWindow.max.x - dataWindow.min.x + 1), (dataWindow.max.y - dataWindow.min.y + 1) / 6); } Box2i dataWindowForFace (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; } V2f pixelPosition (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; } void faceAndPixelPosition (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; } } V3f direction (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