paysages3d/src/rendering/tools/texture.cpp

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#include "texture.h"
#include <stdlib.h>
#include <assert.h>
#include <math.h>
#include "System.h"
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#include "PictureFile.h"
struct Texture2D
{
int xsize;
int ysize;
Color* data;
};
struct Texture3D
{
int xsize;
int ysize;
int zsize;
Color* data;
};
struct Texture4D
{
int xsize;
int ysize;
int zsize;
int wsize;
Color* data;
};
static inline Color _lerp(Color c1, Color c2, double d)
{
Color result;
result.r = c1.r * (1.0 - d) + c2.r * d;
result.g = c1.g * (1.0 - d) + c2.g * d;
result.b = c1.b * (1.0 - d) + c2.b * d;
result.a = c1.a * (1.0 - d) + c2.a * d;
return result;
}
Texture2D* texture2DCreate(int xsize, int ysize)
{
Texture2D* result;
assert(xsize > 0 && ysize > 0);
result = new Texture2D;
result->xsize = xsize;
result->ysize = ysize;
result->data = new Color[xsize * ysize];
return result;
}
void texture2DDelete(Texture2D* tex)
{
delete[] tex->data;
delete tex;
}
void texture2DGetSize(Texture2D* tex, int* xsize, int* ysize)
{
*xsize = tex->xsize;
*ysize = tex->ysize;
}
void texture2DSetPixel(Texture2D* tex, int x, int y, Color col)
{
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
tex->data[y * tex->xsize + x] = col;
}
Color texture2DGetPixel(Texture2D* tex, int x, int y)
{
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
return tex->data[y * tex->xsize + x];
}
Color texture2DGetNearest(Texture2D* tex, double dx, double dy)
{
if (dx < 0.0) dx = 0.0;
if (dx > 1.0) dx = 1.0;
if (dy < 0.0) dy = 0.0;
if (dy > 1.0) dy = 1.0;
int ix = (int)(dx * (double)(tex->xsize - 1));
int iy = (int)(dy * (double)(tex->ysize - 1));
assert(ix >= 0 && ix < tex->xsize);
assert(iy >= 0 && iy < tex->ysize);
return tex->data[iy * tex->xsize + ix];
}
Color texture2DGetLinear(Texture2D* tex, double dx, double dy)
{
if (dx < 0.0) dx = 0.0;
if (dx > 1.0) dx = 1.0;
if (dy < 0.0) dy = 0.0;
if (dy > 1.0) dy = 1.0;
dx *= (double)(tex->xsize - 1);
dy *= (double)(tex->ysize - 1);
int ix = (int)floor(dx);
if (ix == tex->xsize - 1)
{
ix--;
}
int iy = (int)floor(dy);
if (iy == tex->ysize - 1)
{
iy--;
}
dx -= (double)ix;
dy -= (double)iy;
Color* data = tex->data + iy * tex->xsize + ix;
Color c1 = _lerp(*data, *(data + 1), dx);
Color c2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
return _lerp(c1, c2, dy);
}
Color texture2DGetCubic(Texture2D* tex, double dx, double dy)
{
/* TODO */
return texture2DGetLinear(tex, dx, dy);
}
void texture2DFill(Texture2D* tex, Color col)
{
int i, n;
n = tex->xsize * tex->ysize;
for (i = 0; i < n; i++)
{
tex->data[i] = col;
}
}
void texture2DAdd(Texture2D* source, Texture2D* destination)
{
int i, n;
assert(source->xsize == destination->xsize);
assert(source->ysize == destination->ysize);
n = source->xsize * source->ysize;
for (i = 0; i < n; i++)
{
destination->data[i].r += source->data[i].r;
destination->data[i].g += source->data[i].g;
destination->data[i].b += source->data[i].b;
/* destination->data[i].a += source->data[i].a; */
}
}
void texture2DSave(PackStream* stream, Texture2D* tex)
{
int i, n;
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stream->write(&tex->xsize);
stream->write(&tex->ysize);
n = tex->xsize * tex->ysize;
for (i = 0; i < n; i++)
{
colorSave(stream, tex->data + i);
}
}
void texture2DLoad(PackStream* stream, Texture2D* tex)
{
int i, n;
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stream->read(&tex->xsize);
stream->read(&tex->ysize);
n = tex->xsize * tex->ysize;
delete[] tex->data;
tex->data = new Color[n];
for (i = 0; i < n; i++)
{
colorLoad(stream, tex->data + i);
}
}
void texture2DSaveToFile(Texture2D* tex, const char* filepath)
{
systemSavePictureFile(filepath, (PictureCallbackSavePixel)texture2DGetPixel, tex, tex->xsize, tex->ysize);
}
Texture3D* texture3DCreate(int xsize, int ysize, int zsize)
{
Texture3D* result;
assert(xsize > 0 && ysize > 0 && zsize > 0);
result = new Texture3D;
result->xsize = xsize;
result->ysize = ysize;
result->zsize = zsize;
result->data = new Color[xsize * ysize * zsize];
return result;
}
void texture3DDelete(Texture3D* tex)
{
delete[] tex->data;
delete tex;
}
void texture3DGetSize(Texture3D* tex, int* xsize, int* ysize, int* zsize)
{
*xsize = tex->xsize;
*ysize = tex->ysize;
*zsize = tex->zsize;
}
void texture3DSetPixel(Texture3D* tex, int x, int y, int z, Color col)
{
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
assert(z >= 0 && z < tex->ysize);
tex->data[z * tex->xsize * tex->ysize + y * tex->xsize + x] = col;
}
Color texture3DGetPixel(Texture3D* tex, int x, int y, int z)
{
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
assert(z >= 0 && z < tex->zsize);
return tex->data[z * tex->xsize * tex->ysize + y * tex->xsize + x];
}
Color texture3DGetNearest(Texture3D* tex, double dx, double dy, double dz)
{
if (dx < 0.0) dx = 0.0;
if (dx > 1.0) dx = 1.0;
if (dy < 0.0) dy = 0.0;
if (dy > 1.0) dy = 1.0;
if (dz < 0.0) dz = 0.0;
if (dz > 1.0) dz = 1.0;
int ix = (int)(dx * (double)(tex->xsize - 1));
int iy = (int)(dy * (double)(tex->ysize - 1));
int iz = (int)(dz * (double)(tex->zsize - 1));
assert(ix >= 0 && ix < tex->xsize);
assert(iy >= 0 && iy < tex->ysize);
assert(iz >= 0 && iz < tex->zsize);
return tex->data[iz * tex->xsize * tex->ysize + iy * tex->xsize + ix];
}
Color texture3DGetLinear(Texture3D* tex, double dx, double dy, double dz)
{
if (dx < 0.0) dx = 0.0;
if (dx > 1.0) dx = 1.0;
if (dy < 0.0) dy = 0.0;
if (dy > 1.0) dy = 1.0;
if (dz < 0.0) dz = 0.0;
if (dz > 1.0) dz = 1.0;
dx *= (double)(tex->xsize - 1);
dy *= (double)(tex->ysize - 1);
dz *= (double)(tex->zsize - 1);
int ix = (int)floor(dx);
if (ix == tex->xsize - 1)
{
ix--;
}
int iy = (int)floor(dy);
if (iy == tex->ysize - 1)
{
iy--;
}
int iz = (int)floor(dz);
if (iz == tex->zsize - 1)
{
iz--;
}
dx -= (double)ix;
dy -= (double)iy;
dz -= (double)iz;
Color* data = tex->data + iz * tex->xsize * tex->ysize + iy * tex->xsize + ix;
Color cx1 = _lerp(*data, *(data + 1), dx);
Color cx2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
Color cy1 = _lerp(cx1, cx2, dy);
data += tex->xsize * tex->ysize;
cx1 = _lerp(*(data), *(data + 1), dx);
cx2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
Color cy2 = _lerp(cx1, cx2, dy);
return _lerp(cy1, cy2, dz);
}
Color texture3DGetCubic(Texture3D* tex, double dx, double dy, double dz)
{
/* TODO */
return texture3DGetLinear(tex, dx, dy, dz);
}
void texture3DFill(Texture3D* tex, Color col)
{
int i, n;
n = tex->xsize * tex->ysize * tex->zsize;
for (i = 0; i < n; i++)
{
tex->data[i] = col;
}
}
void texture3DAdd(Texture3D* source, Texture3D* destination)
{
int i, n;
assert(source->xsize == destination->xsize);
assert(source->ysize == destination->ysize);
assert(source->zsize == destination->zsize);
n = source->xsize * source->ysize * source->zsize;
for (i = 0; i < n; i++)
{
destination->data[i].r += source->data[i].r;
destination->data[i].g += source->data[i].g;
destination->data[i].b += source->data[i].b;
/* destination->data[i].a += source->data[i].a; */
}
}
void texture3DSave(PackStream* stream, Texture3D* tex)
{
int i, n;
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stream->write(&tex->xsize);
stream->write(&tex->ysize);
stream->write(&tex->zsize);
n = tex->xsize * tex->ysize * tex->zsize;
for (i = 0; i < n; i++)
{
colorSave(stream, tex->data + i);
}
}
void texture3DLoad(PackStream* stream, Texture3D* tex)
{
int i, n;
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stream->read(&tex->xsize);
stream->read(&tex->ysize);
stream->read(&tex->zsize);
n = tex->xsize * tex->ysize * tex->zsize;
delete[] tex->data;
tex->data = new Color[n];
for (i = 0; i < n; i++)
{
colorLoad(stream, tex->data + i);
}
}
static Color _callbackTex3dSave(Texture3D* tex, int x, int y)
{
int z = y / tex->ysize;
y = y % tex->ysize;
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
assert(z >= 0 && z < tex->zsize);
return tex->data[z * tex->xsize * tex->ysize + y * tex->xsize + x];
}
void texture3DSaveToFile(Texture3D* tex, const char* filepath)
{
systemSavePictureFile(filepath, (PictureCallbackSavePixel)_callbackTex3dSave, tex, tex->xsize, tex->ysize * tex->zsize);
}
Texture4D* texture4DCreate(int xsize, int ysize, int zsize, int wsize)
{
Texture4D* result;
assert(xsize > 0 && ysize > 0 && zsize > 0 && wsize > 0);
result = new Texture4D;
result->xsize = xsize;
result->ysize = ysize;
result->zsize = zsize;
result->wsize = wsize;
result->data = new Color[xsize * ysize * zsize * wsize];
return result;
}
void texture4DDelete(Texture4D* tex)
{
delete[] tex->data;
delete tex;
}
void texture4DGetSize(Texture4D* tex, int* xsize, int* ysize, int* zsize, int* wsize)
{
*xsize = tex->xsize;
*ysize = tex->ysize;
*zsize = tex->zsize;
*wsize = tex->wsize;
}
void texture4DSetPixel(Texture4D* tex, int x, int y, int z, int w, Color col)
{
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
assert(z >= 0 && z < tex->zsize);
assert(w >= 0 && w < tex->wsize);
tex->data[w * tex->xsize * tex->ysize * tex->zsize + z * tex->xsize * tex->ysize + y * tex->xsize + x] = col;
}
Color texture4DGetPixel(Texture4D* tex, int x, int y, int z, int w)
{
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
assert(z >= 0 && z < tex->zsize);
assert(w >= 0 && w < tex->wsize);
return tex->data[w * tex->xsize * tex->ysize * tex->zsize + z * tex->xsize * tex->ysize + y * tex->xsize + x];
}
Color texture4DGetNearest(Texture4D* tex, double dx, double dy, double dz, double dw)
{
if (dx < 0.0) dx = 0.0;
if (dx > 1.0) dx = 1.0;
if (dy < 0.0) dy = 0.0;
if (dy > 1.0) dy = 1.0;
if (dz < 0.0) dz = 0.0;
if (dz > 1.0) dz = 1.0;
if (dw < 0.0) dw = 0.0;
if (dw > 1.0) dw = 1.0;
int ix = (int)(dx * (double)(tex->xsize - 1));
int iy = (int)(dy * (double)(tex->ysize - 1));
int iz = (int)(dz * (double)(tex->zsize - 1));
int iw = (int)(dw * (double)(tex->wsize - 1));
assert(ix >= 0 && ix < tex->xsize);
assert(iy >= 0 && iy < tex->ysize);
assert(iz >= 0 && iz < tex->zsize);
assert(iw >= 0 && iw < tex->wsize);
return tex->data[iw * tex->xsize * tex->ysize * tex->zsize + iz * tex->xsize * tex->ysize + iy * tex->xsize + ix];
}
Color texture4DGetLinear(Texture4D* tex, double dx, double dy, double dz, double dw)
{
if (dx < 0.0) dx = 0.0;
if (dx > 1.0) dx = 1.0;
if (dy < 0.0) dy = 0.0;
if (dy > 1.0) dy = 1.0;
if (dz < 0.0) dz = 0.0;
if (dz > 1.0) dz = 1.0;
if (dw < 0.0) dw = 0.0;
if (dw > 1.0) dw = 1.0;
dx *= (double)(tex->xsize - 1);
dy *= (double)(tex->ysize - 1);
dz *= (double)(tex->zsize - 1);
dw *= (double)(tex->wsize - 1);
int ix = (int)floor(dx);
if (ix == tex->xsize - 1)
{
ix--;
}
int iy = (int)floor(dy);
if (iy == tex->ysize - 1)
{
iy--;
}
int iz = (int)floor(dz);
if (iz == tex->zsize - 1)
{
iz--;
}
int iw = (int)floor(dw);
if (iw == tex->wsize - 1)
{
iw--;
}
dx -= (double)ix;
dy -= (double)iy;
dz -= (double)iz;
dw -= (double)iw;
Color* data = tex->data + iw * tex->xsize * tex->ysize * tex->zsize + iz * tex->xsize * tex->ysize + iy * tex->xsize + ix;
Color cz1, cz2;
Color cx1 = _lerp(*data, *(data + 1), dx);
Color cx2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
Color cy1 = _lerp(cx1, cx2, dy);
data += tex->xsize * tex->ysize;
cx1 = _lerp(*(data), *(data + 1), dx);
cx2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
Color cy2 = _lerp(cx1, cx2, dy);
data += tex->xsize * tex->ysize * tex->zsize;
cz1 = _lerp(cy1, cy2, dz);
cx1 = _lerp(*data, *(data + 1), dx);
cx2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
cy1 = _lerp(cx1, cx2, dy);
cx1 = _lerp(*(data), *(data + 1), dx);
cx2 = _lerp(*(data + tex->xsize), *(data + tex->xsize + 1), dx);
cy2 = _lerp(cx1, cx2, dy);
cz2 = _lerp(cy1, cy2, dz);
return _lerp(cz1, cz2, dw);
}
Color texture4DGetCubic(Texture4D* tex, double dx, double dy, double dz, double dw)
{
/* TODO */
return texture4DGetLinear(tex, dx, dy, dz, dw);
}
void texture4DFill(Texture4D* tex, Color col)
{
int i, n;
n = tex->xsize * tex->ysize * tex->zsize * tex->wsize;
for (i = 0; i < n; i++)
{
tex->data[i] = col;
}
}
void texture4DAdd(Texture4D* source, Texture4D* destination)
{
int i, n;
assert(source->xsize == destination->xsize);
assert(source->ysize == destination->ysize);
assert(source->zsize == destination->zsize);
assert(source->wsize == destination->wsize);
n = source->xsize * source->ysize * source->zsize * source->wsize;
for (i = 0; i < n; i++)
{
destination->data[i].r += source->data[i].r;
destination->data[i].g += source->data[i].g;
destination->data[i].b += source->data[i].b;
/* destination->data[i].a += source->data[i].a; */
}
}
void texture4DSave(PackStream* stream, Texture4D* tex)
{
int i, n;
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stream->write(&tex->xsize);
stream->write(&tex->ysize);
stream->write(&tex->zsize);
stream->write(&tex->wsize);
n = tex->xsize * tex->ysize * tex->zsize * tex->wsize;
for (i = 0; i < n; i++)
{
colorSave(stream, tex->data + i);
}
}
void texture4DLoad(PackStream* stream, Texture4D* tex)
{
int i, n;
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stream->read(&tex->xsize);
stream->read(&tex->ysize);
stream->read(&tex->zsize);
stream->read(&tex->wsize);
n = tex->xsize * tex->ysize * tex->zsize * tex->wsize;
delete[] tex->data;
tex->data = new Color[n];
for (i = 0; i < n; i++)
{
colorLoad(stream, tex->data + i);
}
}
static Color _callbackTex4dSave(Texture4D* tex, int x, int y)
{
int w = x / tex->xsize;
x = x % tex->xsize;
int z = y / tex->ysize;
y = y % tex->ysize;
assert(x >= 0 && x < tex->xsize);
assert(y >= 0 && y < tex->ysize);
assert(z >= 0 && z < tex->zsize);
assert(w >= 0 && w < tex->wsize);
return tex->data[w * tex->xsize * tex->ysize * tex->zsize + z * tex->xsize * tex->ysize + y * tex->xsize + x];
}
void texture4DSaveToFile(Texture4D* tex, const char* filepath)
{
systemSavePictureFile(filepath, (PictureCallbackSavePixel)_callbackTex4dSave, tex, tex->xsize * tex->wsize, tex->ysize * tex->zsize);
}