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328 lines
6.9 KiB
328 lines
6.9 KiB
/////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas |
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// Digital Ltd. LLC |
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// |
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// All rights reserved. |
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// |
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// Redistribution and use in source and binary forms, with or without |
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// modification, are permitted provided that the following conditions are |
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// met: |
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// * Redistributions of source code must retain the above copyright |
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// notice, this list of conditions and the following disclaimer. |
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// * Redistributions in binary form must reproduce the above |
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// copyright notice, this list of conditions and the following disclaimer |
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// in the documentation and/or other materials provided with the |
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// distribution. |
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// * Neither the name of Industrial Light & Magic nor the names of |
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// its contributors may be used to endorse or promote products derived |
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// from this software without specific prior written permission. |
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// |
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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// |
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/////////////////////////////////////////////////////////////////////////// |
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//----------------------------------------------------------------------------- |
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// |
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// Environment maps |
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// |
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//----------------------------------------------------------------------------- |
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#include <ImfEnvmap.h> |
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#include "ImathFun.h" |
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#include <algorithm> |
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#include <math.h> |
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using namespace std; |
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using namespace Imath; |
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namespace Imf { |
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namespace LatLongMap { |
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V2f |
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latLong (const V3f &dir) |
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{ |
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float r = sqrt (dir.z * dir.z + dir.x * dir.x); |
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float latitude = (r < abs (dir.y))? |
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acos (r / dir.length()) * sign (dir.y): |
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asin (dir.y / dir.length()); |
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float longitude = (dir.z == 0 && dir.x == 0)? 0: atan2 (dir.x, dir.z); |
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return V2f (latitude, longitude); |
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} |
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V2f |
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latLong (const Box2i &dataWindow, const V2f &pixelPosition) |
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{ |
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float latitude, longitude; |
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if (dataWindow.max.y > dataWindow.min.y) |
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{ |
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latitude = -M_PI * |
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((pixelPosition.y - dataWindow.min.y) / |
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(dataWindow.max.y - dataWindow.min.y) - 0.5f); |
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} |
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else |
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{ |
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latitude = 0; |
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} |
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if (dataWindow.max.x > dataWindow.min.x) |
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{ |
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longitude = -2 * M_PI * |
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((pixelPosition.x - dataWindow.min.x) / |
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(dataWindow.max.x - dataWindow.min.x) - 0.5f); |
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} |
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else |
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{ |
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longitude = 0; |
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} |
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return V2f (latitude, longitude); |
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} |
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V2f |
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pixelPosition (const Box2i &dataWindow, const V2f &latLong) |
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{ |
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float x = latLong.y / (-2 * M_PI) + 0.5f; |
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float y = latLong.x / -M_PI + 0.5f; |
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return V2f (x * (dataWindow.max.x - dataWindow.min.x) + dataWindow.min.x, |
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y * (dataWindow.max.y - dataWindow.min.y) + dataWindow.min.y); |
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} |
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V2f |
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pixelPosition (const Box2i &dataWindow, const V3f &direction) |
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{ |
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return pixelPosition (dataWindow, latLong (direction)); |
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} |
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V3f |
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direction (const Box2i &dataWindow, const V2f &pixelPosition) |
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{ |
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V2f ll = latLong (dataWindow, pixelPosition); |
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return V3f (sin (ll.y) * cos (ll.x), |
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sin (ll.x), |
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cos (ll.y) * cos (ll.x)); |
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} |
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} // namespace LatLongMap |
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namespace CubeMap { |
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int |
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sizeOfFace (const Box2i &dataWindow) |
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{ |
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return min ((dataWindow.max.x - dataWindow.min.x + 1), |
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(dataWindow.max.y - dataWindow.min.y + 1) / 6); |
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} |
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Box2i |
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dataWindowForFace (CubeMapFace face, const Box2i &dataWindow) |
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{ |
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int sof = sizeOfFace (dataWindow); |
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Box2i dwf; |
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dwf.min.x = 0; |
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dwf.min.y = int (face) * sof; |
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dwf.max.x = dwf.min.x + sof - 1; |
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dwf.max.y = dwf.min.y + sof - 1; |
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return dwf; |
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} |
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V2f |
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pixelPosition (CubeMapFace face, const Box2i &dataWindow, V2f positionInFace) |
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{ |
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Box2i dwf = dataWindowForFace (face, dataWindow); |
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V2f pos (0, 0); |
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switch (face) |
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{ |
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case CUBEFACE_POS_X: |
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pos.x = dwf.min.x + positionInFace.y; |
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pos.y = dwf.max.y - positionInFace.x; |
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break; |
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case CUBEFACE_NEG_X: |
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pos.x = dwf.max.x - positionInFace.y; |
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pos.y = dwf.max.y - positionInFace.x; |
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break; |
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case CUBEFACE_POS_Y: |
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pos.x = dwf.min.x + positionInFace.x; |
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pos.y = dwf.max.y - positionInFace.y; |
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break; |
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case CUBEFACE_NEG_Y: |
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pos.x = dwf.min.x + positionInFace.x; |
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pos.y = dwf.min.y + positionInFace.y; |
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break; |
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case CUBEFACE_POS_Z: |
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pos.x = dwf.max.x - positionInFace.x; |
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pos.y = dwf.max.y - positionInFace.y; |
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break; |
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case CUBEFACE_NEG_Z: |
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pos.x = dwf.min.x + positionInFace.x; |
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pos.y = dwf.max.y - positionInFace.y; |
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break; |
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} |
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return pos; |
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} |
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void |
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faceAndPixelPosition (const V3f &direction, |
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const Box2i &dataWindow, |
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CubeMapFace &face, |
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V2f &pif) |
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{ |
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int sof = sizeOfFace (dataWindow); |
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float absx = abs (direction.x); |
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float absy = abs (direction.y); |
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float absz = abs (direction.z); |
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if (absx >= absy && absx >= absz) |
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{ |
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if (absx == 0) |
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{ |
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// |
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// Special case - direction is (0, 0, 0) |
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// |
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face = CUBEFACE_POS_X; |
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pif = V2f (0, 0); |
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return; |
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} |
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pif.x = (direction.y / absx + 1) / 2 * (sof - 1); |
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pif.y = (direction.z / absx + 1) / 2 * (sof - 1); |
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if (direction.x > 0) |
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face = CUBEFACE_POS_X; |
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else |
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face = CUBEFACE_NEG_X; |
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} |
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else if (absy >= absz) |
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{ |
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pif.x = (direction.x / absy + 1) / 2 * (sof - 1); |
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pif.y = (direction.z / absy + 1) / 2 * (sof - 1); |
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if (direction.y > 0) |
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face = CUBEFACE_POS_Y; |
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else |
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face = CUBEFACE_NEG_Y; |
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} |
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else |
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{ |
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pif.x = (direction.x / absz + 1) / 2 * (sof - 1); |
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pif.y = (direction.y / absz + 1) / 2 * (sof - 1); |
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if (direction.z > 0) |
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face = CUBEFACE_POS_Z; |
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else |
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face = CUBEFACE_NEG_Z; |
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} |
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} |
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V3f |
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direction (CubeMapFace face, const Box2i &dataWindow, const V2f &positionInFace) |
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{ |
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int sof = sizeOfFace (dataWindow); |
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V2f pos; |
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if (sof > 1) |
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{ |
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pos = V2f (positionInFace.x / (sof - 1) * 2 - 1, |
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positionInFace.y / (sof - 1) * 2 - 1); |
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} |
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else |
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{ |
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pos = V2f (0, 0); |
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} |
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V3f dir (1, 0, 0); |
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switch (face) |
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{ |
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case CUBEFACE_POS_X: |
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dir.x = 1; |
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dir.y = pos.x; |
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dir.z = pos.y; |
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break; |
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case CUBEFACE_NEG_X: |
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dir.x = -1; |
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dir.y = pos.x; |
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dir.z = pos.y; |
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break; |
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case CUBEFACE_POS_Y: |
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dir.x = pos.x; |
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dir.y = 1; |
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dir.z = pos.y; |
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break; |
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case CUBEFACE_NEG_Y: |
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dir.x = pos.x; |
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dir.y = -1; |
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dir.z = pos.y; |
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break; |
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case CUBEFACE_POS_Z: |
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dir.x = pos.x; |
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dir.y = pos.y; |
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dir.z = 1; |
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break; |
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case CUBEFACE_NEG_Z: |
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dir.x = pos.x; |
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dir.y = pos.y; |
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dir.z = -1; |
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break; |
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} |
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return dir; |
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} |
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} // namespace CubeMap |
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} // namespace Imf
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