/////////////////////////////////////////////////////////////////////////// // // 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. // /////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Miscellaneous stuff related to tiled files // //----------------------------------------------------------------------------- #include #include "Iex.h" #include #include namespace Imf { using Imath::Box2i; using Imath::V2i; int levelSize (int min, int max, int l, LevelRoundingMode rmode) { if (l < 0) throw Iex::ArgExc ("Argument not in valid range."); int a = max - min + 1; int b = (1 << l); int size = a / b; if (rmode == ROUND_UP && size * b < a) size += 1; return std::max (size, 1); } Box2i dataWindowForLevel (const TileDescription &tileDesc, int minX, int maxX, int minY, int maxY, int lx, int ly) { V2i levelMin = V2i (minX, minY); V2i levelMax = levelMin + V2i (levelSize (minX, maxX, lx, tileDesc.roundingMode) - 1, levelSize (minY, maxY, ly, tileDesc.roundingMode) - 1); return Box2i(levelMin, levelMax); } Box2i dataWindowForTile (const TileDescription &tileDesc, int minX, int maxX, int minY, int maxY, int dx, int dy, int lx, int ly) { V2i tileMin = V2i (minX + dx * tileDesc.xSize, minY + dy * tileDesc.ySize); V2i tileMax = tileMin + V2i (tileDesc.xSize - 1, tileDesc.ySize - 1); V2i levelMax = dataWindowForLevel (tileDesc, minX, maxX, minY, maxY, lx, ly).max; tileMax = V2i (std::min (tileMax[0], levelMax[0]), std::min (tileMax[1], levelMax[1])); return Box2i (tileMin, tileMax); } size_t calculateBytesPerPixel (const Header &header) { const ChannelList &channels = header.channels(); size_t bytesPerPixel = 0; for (ChannelList::ConstIterator c = channels.begin(); c != channels.end(); ++c) { bytesPerPixel += pixelTypeSize (c.channel().type); } return bytesPerPixel; } namespace { int floorLog2 (int x) { // // For x > 0, floorLog2(y) returns floor(log(x)/log(2)). // int y = 0; while (x > 1) { y += 1; x >>= 1; } return y; } int ceilLog2 (int x) { // // For x > 0, ceilLog2(y) returns ceil(log(x)/log(2)). // int y = 0; int r = 0; while (x > 1) { if (x & 1) r = 1; y += 1; x >>= 1; } return y + r; } int roundLog2 (int x, LevelRoundingMode rmode) { return (rmode == ROUND_DOWN)? floorLog2 (x): ceilLog2 (x); } int calculateNumXLevels (const TileDescription& tileDesc, int minX, int maxX, int minY, int maxY) { int num = 0; switch (tileDesc.mode) { case ONE_LEVEL: num = 1; break; case MIPMAP_LEVELS: { int w = maxX - minX + 1; int h = maxY - minY + 1; num = roundLog2 (std::max (w, h), tileDesc.roundingMode) + 1; } break; case RIPMAP_LEVELS: { int w = maxX - minX + 1; num = roundLog2 (w, tileDesc.roundingMode) + 1; } break; default: throw Iex::ArgExc ("Unknown LevelMode format."); } return num; } int calculateNumYLevels (const TileDescription& tileDesc, int minX, int maxX, int minY, int maxY) { int num = 0; switch (tileDesc.mode) { case ONE_LEVEL: num = 1; break; case MIPMAP_LEVELS: { int w = maxX - minX + 1; int h = maxY - minY + 1; num = roundLog2 (std::max (w, h), tileDesc.roundingMode) + 1; } break; case RIPMAP_LEVELS: { int h = maxY - minY + 1; num = roundLog2 (h, tileDesc.roundingMode) + 1; } break; default: throw Iex::ArgExc ("Unknown LevelMode format."); } return num; } void calculateNumTiles (int *numTiles, int numLevels, int min, int max, int size, LevelRoundingMode rmode) { for (int i = 0; i < numLevels; i++) { numTiles[i] = (levelSize (min, max, i, rmode) + size - 1) / size; } } } // namespace void precalculateTileInfo (const TileDescription& tileDesc, int minX, int maxX, int minY, int maxY, int *&numXTiles, int *&numYTiles, int &numXLevels, int &numYLevels) { numXLevels = calculateNumXLevels(tileDesc, minX, maxX, minY, maxY); numYLevels = calculateNumYLevels(tileDesc, minX, maxX, minY, maxY); numXTiles = new int[numXLevels]; numYTiles = new int[numYLevels]; calculateNumTiles (numXTiles, numXLevels, minX, maxX, tileDesc.xSize, tileDesc.roundingMode); calculateNumTiles (numYTiles, numYLevels, minY, maxY, tileDesc.ySize, tileDesc.roundingMode); } } // namespace Imf