paysages: Using tex4d in bruneton to get rid of supposed artifacts [unstable]

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@535 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2013-03-09 09:54:31 +00:00 committed by ThunderK
parent 866a001167
commit a02214a72a
5 changed files with 349 additions and 74 deletions

View file

@ -56,7 +56,7 @@ static const double AVERAGE_GROUND_REFLECTANCE = 0.1;
Texture2D* _transmittanceTexture = NULL;
Texture2D* _irradianceTexture = NULL;
Texture3D* _inscatterTexture = NULL;
Texture4D* _inscatterTexture = NULL;
/* Rayleigh */
static const double HR = 8.0;
@ -150,12 +150,7 @@ static inline Color vec4(double r, double g, double b, double a)
/*********************** Texture manipulation ***********************/
static inline Color _texture3D(Texture3D* tex, Vector3 p)
{
return texture3DGetLinear(tex, p.x, p.y, p.z);
}
static Color _texture4D(Texture3D* tex3d, double r, double mu, double muS, double nu)
static Color _texture4D(Texture4D* tex, double r, double mu, double muS, double nu)
{
if (r < Rg + 0.00000001) r = Rg + 0.00000001;
double H = sqrt(Rt * Rt - Rg * Rg);
@ -166,10 +161,8 @@ static Color _texture4D(Texture3D* tex3d, double r, double mu, double muS, doubl
double uR = 0.5 / (double)(RES_R) + rho / H * (1.0 - 1.0 / (double)(RES_R));
double uMu = cst.a + (rmu * cst.r + sqrt(delta + cst.g)) / (rho + cst.b) * (0.5 - 1.0 / (double)(RES_MU));
double uMuS = 0.5 / (double)(RES_MU_S) + (atan(max(muS, -0.1975) * tan(1.26 * 1.1)) / 1.1 + (1.0 - 0.26)) * 0.5 * (1.0 - 1.0 / (double)(RES_MU_S));
double lerp = (nu + 1.0) / 2.0 * ((double)(RES_NU) - 1.0);
double uNu = floor(lerp);
lerp = lerp - uNu;
return vec4mix(_texture3D(tex3d, vec3((uNu + uMuS) / (double)(RES_NU), uMu, uR)), _texture3D(tex3d, vec3((uNu + uMuS + 1.0) / (double)(RES_NU), uMu, uR)), lerp);
return texture4DGetLinear(tex, uR, uMu, uMuS, nu);
}
/*********************** Physics functions ***********************/
@ -302,9 +295,9 @@ static Color _transmittanceWithShadow(double r, double mu)
return mu < -sqrt(1.0 - (Rg / r) * (Rg / r)) ? COLOR_BLACK : _transmittance(r, mu);
}
static void _getMuMuSNu(double x, double y, double r, Color dhdH, double* mu, double* muS, double* nu)
static void _texCoordToMuMuSNu(double x, double y, double z, double w, Color dhdH, double* mu, double* muS, double* nu)
{
double d;
/*double d;
if (y < (double)(RES_MU) / 2.0)
{
@ -321,7 +314,11 @@ static void _getMuMuSNu(double x, double y, double r, Color dhdH, double* mu, do
}
*muS = fmod(x, (double)(RES_MU_S)) / ((double)(RES_MU_S) - 1.0);
*muS = tan((2.0 * (*muS) - 1.0 + 0.26) * 1.1) / tan(1.26 * 1.1);
*nu = -1.0 + floor(x / (double)(RES_MU_S)) / ((double)(RES_NU) - 1.0) * 2.0;
*nu = -1.0 + floor(x / (double)(RES_MU_S)) / ((double)(RES_NU) - 1.0) * 2.0;*/
*mu = -1.0 + 2.0 * x / (float(RES_MU) - 1.0);
*muS = -0.2 + y * 1.2;
*nu = -1.0 + floor(x / float(RES_MU_S)) / (float(RES_NU) - 1.0) * 2.0;
}
static void _getIrradianceUV(double r, double muS, double* uMuS, double* uR)
@ -487,8 +484,8 @@ static void _inscatter1(double r, double mu, double muS, double nu, Color* ray,
typedef struct
{
Texture3D* ray;
Texture3D* mie;
Texture4D* ray;
Texture4D* mie;
} Inscatter1Params;
static int _inscatter1Worker(ParallelWork* work, int layer, void* data)
@ -508,7 +505,7 @@ static int _inscatter1Worker(ParallelWork* work, int layer, void* data)
Color ray = COLOR_BLACK;
Color mie = COLOR_BLACK;
double mu, muS, nu;
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
_inscatter1(r, mu, muS, nu, &ray, &mie);
/* store separately Rayleigh and Mie contributions, WITHOUT the phase function factor
* (cf "Angular precision") */
@ -521,7 +518,7 @@ static int _inscatter1Worker(ParallelWork* work, int layer, void* data)
/*********************** inscatterS.glsl ***********************/
static Color _inscatterS(double r, double mu, double muS, double nu, int first, Texture2D* deltaE, Texture3D* deltaSR, Texture3D* deltaSM)
static Color _inscatterS(double r, double mu, double muS, double nu, int first, Texture2D* deltaE, Texture4D* deltaSR, Texture4D* deltaSM)
{
Color raymie = COLOR_BLACK;
@ -621,10 +618,10 @@ static Color _inscatterS(double r, double mu, double muS, double nu, int first,
typedef struct
{
Texture3D* result;
Texture4D* result;
Texture2D* deltaE;
Texture3D* deltaSR;
Texture3D* deltaSM;
Texture4D* deltaSR;
Texture4D* deltaSM;
int first;
} jParams;
@ -644,7 +641,7 @@ static int _jWorker(ParallelWork* work, int layer, void* data)
{
Color raymie;
double mu, muS, nu;
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
raymie = _inscatterS(r, mu, muS, nu, params->first, params->deltaE, params->deltaSR, params->deltaSM);
texture3DSetPixel(params->result, x, y, layer, raymie);
}
@ -654,7 +651,7 @@ static int _jWorker(ParallelWork* work, int layer, void* data)
/*********************** irradianceN.glsl ***********************/
void _irradianceNProg(Texture2D* destination, Texture3D* deltaSR, Texture3D* deltaSM, int first)
void _irradianceNProg(Texture2D* destination, Texture4D* deltaSR, Texture4D* deltaSM, int first)
{
int x, y;
double dphi = M_PI / (double)(IRRADIANCE_INTEGRAL_SAMPLES);
@ -711,11 +708,11 @@ void _irradianceNProg(Texture2D* destination, Texture3D* deltaSR, Texture3D* del
typedef struct
{
Texture3D* destination;
Texture3D* deltaJ;
Texture4D* destination;
Texture4D* deltaJ;
} InscatterNParams;
static Color _integrand2(Texture3D* deltaJ, double r, double mu, double muS, double nu, double t)
static Color _integrand2(Texture4D* deltaJ, double r, double mu, double muS, double nu, double t)
{
double ri = sqrt(r * r + t * t + 2.0 * r * mu * t);
double mui = (r * mu + t) / ri;
@ -730,7 +727,7 @@ static Color _integrand2(Texture3D* deltaJ, double r, double mu, double muS, dou
return c1;
}
static Color _inscatterN(Texture3D* deltaJ, double r, double mu, double muS, double nu)
static Color _inscatterN(Texture4D* deltaJ, double r, double mu, double muS, double nu)
{
Color raymie = COLOR_BLACK;
double dx = _limit(r, mu) / (double)(INSCATTER_INTEGRAL_SAMPLES);
@ -764,7 +761,7 @@ static int _inscatterNWorker(ParallelWork* work, int layer, void* data)
for (y = 0; y < RES_MU; y++)
{
double mu, muS, nu;
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
texture3DSetPixel(params->destination, x, y, layer, _inscatterN(params->deltaJ, r, mu, muS, nu));
}
}
@ -775,8 +772,8 @@ static int _inscatterNWorker(ParallelWork* work, int layer, void* data)
typedef struct
{
Texture3D* source;
Texture3D* destination;
Texture4D* source;
Texture4D* destination;
} CopyInscatterNParams;
static int _copyInscatterNWorker(ParallelWork* work, int layer, void* data)
@ -794,7 +791,7 @@ static int _copyInscatterNWorker(ParallelWork* work, int layer, void* data)
for (y = 0; y < RES_MU; y++)
{
double mu, muS, nu;
_getMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
_texCoordToMuMuSNu((double)x, (double)y, r, dhdH, &mu, &muS, &nu);
Color col1 = texture3DGetPixel(params->source, x, y, layer);
Color col2 = texture3DGetPixel(params->destination, x, y, layer);
col2.r += col1.r / _phaseFunctionR(nu);
@ -930,7 +927,7 @@ static int _tryLoadCache2D(Texture2D* tex, const char* tag, int order)
int xsize, ysize;
texture2DGetSize(tex, &xsize, &ysize);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, 0, order);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, 0, 0, order);
if (cacheFileIsReadable(cache))
{
PackStream* stream;
@ -954,7 +951,7 @@ static void _saveCache2D(Texture2D* tex, const char* tag, int order)
int xsize, ysize;
texture2DGetSize(tex, &xsize, &ysize);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, 0, order);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, 0, 0, order);
if (cacheFileIsWritable(cache))
{
PackStream* stream;
@ -971,7 +968,7 @@ static void _saveDebug2D(Texture2D* tex, const char* tag, int order)
int xsize, ysize;
texture2DGetSize(tex, &xsize, &ysize);
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, 0, order);
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, 0, 0, order);
if (cacheFileIsWritable(cache))
{
texture2DSaveToFile(tex, cacheFileGetPath(cache));
@ -979,18 +976,18 @@ static void _saveDebug2D(Texture2D* tex, const char* tag, int order)
cacheFileDeleteAccessor(cache);
}
static int _tryLoadCache3D(Texture3D* tex, const char* tag, int order)
static int _tryLoadCache4D(Texture4D* tex, const char* tag, int order)
{
CacheFile* cache;
int xsize, ysize, zsize;
int xsize, ysize, zsize, wsize;
texture3DGetSize(tex, &xsize, &ysize, &zsize);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, zsize, order);
texture4DGetSize(tex, &xsize, &ysize, &zsize, &wsize);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, zsize, wsize, order);
if (cacheFileIsReadable(cache))
{
PackStream* stream;
stream = packReadFile(cacheFileGetPath(cache));
texture3DLoad(stream, tex);
texture4DLoad(stream, tex);
packCloseStream(stream);
cacheFileDeleteAccessor(cache);
@ -1003,33 +1000,33 @@ static int _tryLoadCache3D(Texture3D* tex, const char* tag, int order)
}
}
static void _saveCache3D(Texture3D* tex, const char* tag, int order)
static void _saveCache4D(Texture4D* tex, const char* tag, int order)
{
CacheFile* cache;
int xsize, ysize, zsize;
int xsize, ysize, zsize, wsize;
texture3DGetSize(tex, &xsize, &ysize, &zsize);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, zsize, order);
texture4DGetSize(tex, &xsize, &ysize, &zsize, &wsize);
cache = cacheFileCreateAccessor("atmo-br", "cache", tag, xsize, ysize, zsize, wsize, order);
if (cacheFileIsWritable(cache))
{
PackStream* stream;
stream = packWriteFile(cacheFileGetPath(cache));
texture3DSave(stream, tex);
texture4DSave(stream, tex);
packCloseStream(stream);
}
cacheFileDeleteAccessor(cache);
}
static void _saveDebug3D(Texture3D* tex, const char* tag, int order)
static void _saveDebug4D(Texture4D* tex, const char* tag, int order)
{
CacheFile* cache;
int xsize, ysize, zsize;
int xsize, ysize, zsize, wsize;
texture3DGetSize(tex, &xsize, &ysize, &zsize);
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, zsize, order);
texture4DGetSize(tex, &xsize, &ysize, &zsize, &wsize);
cache = cacheFileCreateAccessor("atmo-br", "png", tag, xsize, ysize, zsize, wsize, order);
if (cacheFileIsWritable(cache))
{
texture3DSaveToFile(tex, cacheFileGetPath(cache));
texture4DSaveToFile(tex, cacheFileGetPath(cache));
}
cacheFileDeleteAccessor(cache);
}
@ -1037,7 +1034,7 @@ static void _saveDebug3D(Texture3D* tex, const char* tag, int order)
/*********************** Public methods ***********************/
void brunetonInit()
{
int x, y, z, order;
int x, y, z, w, order;
ParallelWork* work;
assert(_inscatterTexture == NULL);
@ -1045,20 +1042,20 @@ void brunetonInit()
/* TODO Deletes */
_transmittanceTexture = texture2DCreate(TRANSMITTANCE_W, TRANSMITTANCE_H);
_irradianceTexture = texture2DCreate(SKY_W, SKY_H);
_inscatterTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
_inscatterTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
/* try loading from cache */
if (_tryLoadCache2D(_transmittanceTexture, "transmittance", 0)
&& _tryLoadCache2D(_irradianceTexture, "irradiance", 0)
&& _tryLoadCache3D(_inscatterTexture, "inscatter", 0))
&& _tryLoadCache4D(_inscatterTexture, "inscatter", 0))
{
return;
}
Texture2D* _deltaETexture = texture2DCreate(SKY_W, SKY_H);
Texture3D* _deltaSMTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
Texture3D* _deltaSRTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
Texture3D* _deltaJTexture = texture3DCreate(RES_MU_S * RES_NU, RES_MU, RES_R);
Texture4D* _deltaSMTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
Texture4D* _deltaSRTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
Texture4D* _deltaJTexture = texture4DCreate(RES_R, RES_MU, RES_MU_S, RES_NU);
/* computes transmittance texture T (line 1 in algorithm 4.1) */
_precomputeTransmittanceTexture();
@ -1074,28 +1071,31 @@ void brunetonInit()
work = parallelWorkCreate(_inscatter1Worker, RES_R, &params);
parallelWorkPerform(work, -1);
parallelWorkDelete(work);
_saveDebug3D(_deltaSRTexture, "deltaSR", 0);
_saveDebug3D(_deltaSMTexture, "deltaSM", 0);
_saveDebug4D(_deltaSRTexture, "deltaSR", 0);
_saveDebug4D(_deltaSMTexture, "deltaSM", 0);
/* copies deltaE into irradiance texture E (line 4 in algorithm 4.1) */
/* ??? all black texture (k=0.0) ??? */
texture2DFill(_irradianceTexture, COLOR_BLACK);
/* copies deltaS into inscatter texture S (line 5 in algorithm 4.1) */
for (x = 0; x < RES_MU_S * RES_NU; x++)
for (x = 0; x < RES_R; x++)
{
for (y = 0; y < RES_MU; y++)
{
for (z = 0; z < RES_R; z++)
for (z = 0; z < RES_MU_S; z++)
{
Color result = texture3DGetPixel(_deltaSRTexture, x, y, z);
Color mie = texture3DGetPixel(_deltaSMTexture, x, y, z);
result.a = mie.r;
texture3DSetPixel(_inscatterTexture, x, y, z, result);
for (w = 0; w < RES_NU; w++)
{
Color result = texture4DGetPixel(_deltaSRTexture, x, y, z, w);
Color mie = texture4DGetPixel(_deltaSMTexture, x, y, z, w);
result.a = mie.r;
texture4DSetPixel(_inscatterTexture, x, y, z, w, result);
}
}
}
}
_saveDebug3D(_inscatterTexture, "inscatter", 0);
_saveDebug4D(_inscatterTexture, "inscatter", 0);
/* loop for each scattering order (line 6 in algorithm 4.1) */
for (order = 2; order <= 4; ++order)
@ -1105,7 +1105,7 @@ void brunetonInit()
work = parallelWorkCreate(_jWorker, RES_R, &jparams);
parallelWorkPerform(work, -1);
parallelWorkDelete(work);
_saveDebug3D(_deltaJTexture, "deltaJ", order);
_saveDebug4D(_deltaJTexture, "deltaJ", order);
/* computes deltaE (line 8 in algorithm 4.1) */
_irradianceNProg(_deltaETexture, _deltaSRTexture, _deltaSMTexture, order == 2);
@ -1116,7 +1116,7 @@ void brunetonInit()
work = parallelWorkCreate(_inscatterNWorker, RES_R, &iparams);
parallelWorkPerform(work, -1);
parallelWorkDelete(work);
_saveDebug3D(_deltaSRTexture, "deltaSR", order);
_saveDebug4D(_deltaSRTexture, "deltaSR", order);
/* adds deltaE into irradiance texture E (line 10 in algorithm 4.1) */
texture2DAdd(_deltaETexture, _irradianceTexture);
@ -1127,17 +1127,17 @@ void brunetonInit()
work = parallelWorkCreate(_copyInscatterNWorker, RES_R, &cparams);
parallelWorkPerform(work, -1);
parallelWorkDelete(work);
_saveDebug3D(_inscatterTexture, "inscatter", order);
_saveDebug4D(_inscatterTexture, "inscatter", order);
}
_saveCache2D(_transmittanceTexture, "transmittance", 0);
_saveCache2D(_irradianceTexture, "irradiance", 0);
_saveCache3D(_inscatterTexture, "inscatter", 0);
_saveCache4D(_inscatterTexture, "inscatter", 0);
texture2DDelete(_deltaETexture);
texture3DDelete(_deltaSMTexture);
texture3DDelete(_deltaSRTexture);
texture3DDelete(_deltaJTexture);
texture4DDelete(_deltaSMTexture);
texture4DDelete(_deltaSRTexture);
texture4DDelete(_deltaJTexture);
}
Color brunetonGetSkyColor(AtmosphereDefinition* definition, Vector3 eye, Vector3 direction, Vector3 sun_position)

View file

@ -9,14 +9,14 @@ struct CacheFile
char* filepath;
};
CacheFile* cacheFileCreateAccessor(const char* module, const char* ext, const char* tag1, int tag2, int tag3, int tag4, int tag5)
CacheFile* cacheFileCreateAccessor(const char* module, const char* ext, const char* tag1, int tag2, int tag3, int tag4, int tag5, int tag6)
{
CacheFile* result;
result = (CacheFile*)malloc(sizeof(CacheFile));
result->filepath = malloc(sizeof(char) * 501);
snprintf(result->filepath, 500, "./cache/%s-%s-%d-%d-%d-%d.%s", module, tag1, tag2, tag3, tag4, tag5, ext);
snprintf(result->filepath, 500, "./cache/%s-%s-%d-%d-%d-%d-%d.%s", module, tag1, tag2, tag3, tag4, tag5, tag6, ext);
return result;
}

View file

@ -11,7 +11,7 @@ extern "C" {
typedef struct CacheFile CacheFile;
CacheFile* cacheFileCreateAccessor(const char* module, const char* ext, const char* tag1, int tag2, int tag3, int tag4, int tag5);
CacheFile* cacheFileCreateAccessor(const char* module, const char* ext, const char* tag1, int tag2, int tag3, int tag4, int tag5, int tag6);
void cacheFileDeleteAccessor(CacheFile* cache);
int cacheFileIsReadable(CacheFile* cache);
int cacheFileIsWritable(CacheFile* cache);

View file

@ -19,6 +19,15 @@ struct Texture3D
Color* data;
};
struct Texture4D
{
int xsize;
int ysize;
int zsize;
int wsize;
Color* data;
};
static inline Color _lerp(Color c1, Color c2, double d)
@ -409,3 +418,253 @@ void texture3DLoadFromFile(Texture3D* tex, const char* filepath)
{
systemLoadPictureFile(filepath, NULL, (PictureCallbackLoadPixel)_callbackTex3dLoad, tex);
}
Texture4D* texture4DCreate(int xsize, int ysize, int zsize, int wsize)
{
Texture4D* result;
assert(xsize > 0 && ysize > 0 && zsize > 0 && wsize > 0);
result = (Texture4D*)malloc(sizeof(Texture4D));
result->xsize = xsize;
result->ysize = ysize;
result->zsize = zsize;
result->wsize = wsize;
result->data = malloc(sizeof(Color) * xsize * ysize * zsize * wsize);
return result;
}
void texture4DDelete(Texture4D* tex)
{
free(tex->data);
free(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;
packWriteInt(stream, &tex->xsize);
packWriteInt(stream, &tex->ysize);
packWriteInt(stream, &tex->zsize);
packWriteInt(stream, &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;
packReadInt(stream, &tex->xsize);
packReadInt(stream, &tex->ysize);
packReadInt(stream, &tex->zsize);
packReadInt(stream, &tex->wsize);
n = tex->xsize * tex->ysize * tex->zsize * tex->wsize;
tex->data = realloc(tex->data, sizeof(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);
}
static void _callbackTex4dLoad(Texture4D* tex, int x, int y, Color col)
{
int w = x / tex->xsize;
x = x % tex->xsize;
int z = y / tex->ysize;
y = y % tex->ysize;
if (x >= 0 && x < tex->xsize && y >= 0 && y < tex->ysize && z >= 0 && z < tex->zsize && w >= 0 && w < tex->wsize)
{
tex->data[w * tex->xsize * tex->ysize * tex->zsize + z * tex->xsize * tex->ysize + y * tex->xsize + x] = col;
}
}
void texture4DLoadFromFile(Texture4D* tex, const char* filepath)
{
systemLoadPictureFile(filepath, NULL, (PictureCallbackLoadPixel)_callbackTex4dLoad, tex);
}

View file

@ -14,6 +14,7 @@ extern "C" {
typedef struct Texture2D Texture2D;
typedef struct Texture3D Texture3D;
typedef struct Texture4D Texture4D;
Texture2D* texture2DCreate(int xsize, int ysize);
void texture2DDelete(Texture2D* tex);
@ -45,6 +46,21 @@ void texture3DLoad(PackStream* stream, Texture3D* tex);
void texture3DSaveToFile(Texture3D* tex, const char* filepath);
void texture3DLoadFromFile(Texture3D* tex, const char* filepath);
Texture4D* texture4DCreate(int xsize, int ysize, int zsize, int wsize);
void texture4DDelete(Texture4D* tex);
void texture4DGetSize(Texture4D* tex, int* xsize, int* ysize, int* zsize, int* wsize);
void texture4DSetPixel(Texture4D* tex, int x, int y, int z, int w, Color col);
Color texture4DGetPixel(Texture4D* tex, int x, int y, int z, int w);
Color texture4DGetNearest(Texture4D* tex, double dx, double dy, double dz, double dw);
Color texture4DGetLinear(Texture4D* tex, double dx, double dy, double dz, double dw);
Color texture4DGetCubic(Texture4D* tex, double dx, double dy, double dz, double dw);
void texture4DFill(Texture4D* tex, Color col);
void texture4DAdd(Texture4D* source, Texture4D* destination);
void texture4DSave(PackStream* stream, Texture4D* tex);
void texture4DLoad(PackStream* stream, Texture4D* tex);
void texture4DSaveToFile(Texture4D* tex, const char* filepath);
void texture4DLoadFromFile(Texture4D* tex, const char* filepath);
#ifdef __cplusplus
}
#endif