#include "Texture3D.h" #include "Color.h" #include "PackStream.h" #include "PictureWriter.h" #include #include Texture3D::Texture3D(int xsize, int ysize, int zsize) { assert(xsize > 0 && ysize > 0 && zsize > 0); this->xsize = xsize; this->ysize = ysize; this->zsize = zsize; this->data = new Color[xsize * ysize * zsize]; } Texture3D::~Texture3D() { delete[] data; } void Texture3D::getSize(int *xsize, int *ysize, int *zsize) const { *xsize = this->xsize; *ysize = this->ysize; *zsize = this->zsize; } void Texture3D::setPixel(int x, int y, int z, Color col) { assert(x >= 0 && x < this->xsize); assert(y >= 0 && y < this->ysize); assert(z >= 0 && z < this->ysize); this->data[z * this->xsize * this->ysize + y * this->xsize + x] = col; } Color Texture3D::getPixel(int x, int y, int z) const { assert(x >= 0 && x < this->xsize); assert(y >= 0 && y < this->ysize); assert(z >= 0 && z < this->zsize); return this->data[z * this->xsize * this->ysize + y * this->xsize + x]; } Color Texture3D::getNearest(double dx, double dy, double dz) const { 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 = trunc_to_int(dx * to_double(this->xsize - 1)); int iy = trunc_to_int(dy * to_double(this->ysize - 1)); int iz = trunc_to_int(dz * to_double(this->zsize - 1)); assert(ix >= 0 && ix < this->xsize); assert(iy >= 0 && iy < this->ysize); assert(iz >= 0 && iz < this->zsize); return this->data[iz * this->xsize * this->ysize + iy * this->xsize + ix]; } Color Texture3D::getLinear(double dx, double dy, double dz) const { 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 *= to_double(this->xsize - 1); dy *= to_double(this->ysize - 1); dz *= to_double(this->zsize - 1); int ix = floor_to_int(dx); if (ix == this->xsize - 1) { ix--; } int iy = floor_to_int(dy); if (iy == this->ysize - 1) { iy--; } int iz = floor_to_int(dz); if (iz == this->zsize - 1) { iz--; } dx -= to_double(ix); dy -= to_double(iy); dz -= to_double(iz); Color *data = this->data + iz * this->xsize * this->ysize + iy * this->xsize + ix; Color cx1 = data->lerp(*(data + 1), dx); Color cx2 = (data + this->xsize)->lerp(*(data + this->xsize + 1), dx); Color cy1 = cx1.lerp(cx2, dy); data += this->xsize * this->ysize; cx1 = data->lerp(*(data + 1), dx); cx2 = (data + this->xsize)->lerp(*(data + this->xsize + 1), dx); Color cy2 = cx1.lerp(cx2, dy); return cy1.lerp(cy2, dz); } Color Texture3D::getCubic(double dx, double dy, double dz) const { /* TODO */ return getLinear(dx, dy, dz); } void Texture3D::fill(Color col) { int i, n; n = this->xsize * this->ysize * this->zsize; for (i = 0; i < n; i++) { this->data[i] = col; } } void Texture3D::add(Texture3D *source) { int i, n; assert(source->xsize == this->xsize); assert(source->ysize == this->ysize); assert(source->zsize == this->zsize); n = source->xsize * source->ysize * source->zsize; for (i = 0; i < n; i++) { this->data[i].r += source->data[i].r; this->data[i].g += source->data[i].g; this->data[i].b += source->data[i].b; /* destination->data[i].a += source->data[i].a; */ } } void Texture3D::save(PackStream *stream) const { int i, n; stream->write(&this->xsize); stream->write(&this->ysize); stream->write(&this->zsize); n = this->xsize * this->ysize * this->zsize; for (i = 0; i < n; i++) { (this->data + i)->save(stream); } } void Texture3D::load(PackStream *stream) { int i, n; stream->read(&this->xsize); stream->read(&this->ysize); stream->read(&this->zsize); n = this->xsize * this->ysize * this->zsize; delete[] this->data; this->data = new Color[n]; for (i = 0; i < n; i++) { (this->data + i)->load(stream); } } class Texture3DWriter : public PictureWriter { public: Texture3DWriter(const Texture3D *tex) : tex(tex) { } virtual unsigned int getPixel(int x, int y) override { int xsize, ysize, zsize; tex->getSize(&xsize, &ysize, &zsize); int z = y / ysize; y = y % ysize; return tex->getPixel(x, y, z).to32BitBGRA(); } private: const Texture3D *tex; }; void Texture3D::saveToFile(const string &filepath) const { Texture3DWriter writer(this); writer.save(filepath, xsize, ysize * zsize); }