#include "Texture4D.h" #include #include "Color.h" #include "PackStream.h" #include "PictureWriter.h" Texture4D::Texture4D(int xsize, int ysize, int zsize, int wsize) { assert(xsize > 0 && ysize > 0 && zsize > 0 && wsize > 0); this->xsize = xsize; this->ysize = ysize; this->zsize = zsize; this->wsize = wsize; this->data = new Color[xsize * ysize * zsize * wsize]; } Texture4D::~Texture4D() { delete[] data; } void Texture4D::getSize(int* xsize, int* ysize, int* zsize, int* wsize) { *xsize = this->xsize; *ysize = this->ysize; *zsize = this->zsize; *wsize = this->wsize; } void Texture4D::setPixel(int x, int y, int z, int w, Color col) { assert(x >= 0 && x < this->xsize); assert(y >= 0 && y < this->ysize); assert(z >= 0 && z < this->zsize); assert(w >= 0 && w < this->wsize); this->data[w * this->xsize * this->ysize * this->zsize + z * this->xsize * this->ysize + y * this->xsize + x] = col; } Color Texture4D::getPixel(int x, int y, int z, int w) { assert(x >= 0 && x < this->xsize); assert(y >= 0 && y < this->ysize); assert(z >= 0 && z < this->zsize); assert(w >= 0 && w < this->wsize); return this->data[w * this->xsize * this->ysize * this->zsize + z * this->xsize * this->ysize + y * this->xsize + x]; } Color Texture4D::getNearest(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)(this->xsize - 1)); int iy = (int)(dy * (double)(this->ysize - 1)); int iz = (int)(dz * (double)(this->zsize - 1)); int iw = (int)(dw * (double)(this->wsize - 1)); assert(ix >= 0 && ix < this->xsize); assert(iy >= 0 && iy < this->ysize); assert(iz >= 0 && iz < this->zsize); assert(iw >= 0 && iw < this->wsize); return this->data[iw * this->xsize * this->ysize * this->zsize + iz * this->xsize * this->ysize + iy * this->xsize + ix]; } Color Texture4D::getLinear(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)(this->xsize - 1); dy *= (double)(this->ysize - 1); dz *= (double)(this->zsize - 1); dw *= (double)(this->wsize - 1); int ix = (int)floor(dx); if (ix == this->xsize - 1) { ix--; } int iy = (int)floor(dy); if (iy == this->ysize - 1) { iy--; } int iz = (int)floor(dz); if (iz == this->zsize - 1) { iz--; } int iw = (int)floor(dw); if (iw == this->wsize - 1) { iw--; } dx -= (double)ix; dy -= (double)iy; dz -= (double)iz; dw -= (double)iw; Color* data = this->data + iw * this->xsize * this->ysize * this->zsize + iz * this->xsize * this->ysize + iy * this->xsize + ix; Color cz1, cz2; 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); data += this->xsize * this->ysize * this->zsize; cz1 = cy1.lerp(cy2, dz); cx1 = data->lerp(*(data + 1), dx); cx2 = (data + this->xsize)->lerp(*(data + this->xsize + 1), dx); cy1 = cx1.lerp(cx2, dy); cx1 = data->lerp(*(data + 1), dx); cx2 = (data + this->xsize)->lerp(*(data + this->xsize + 1), dx); cy2 = cx1.lerp(cx2, dy); cz2 = cy1.lerp(cy2, dz); return cz1.lerp(cz2, dw); } Color Texture4D::getCubic(double dx, double dy, double dz, double dw) { /* TODO */ return getLinear(dx, dy, dz, dw); } void Texture4D::fill(Color col) { int i, n; n = this->xsize * this->ysize * this->zsize * this->wsize; for (i = 0; i < n; i++) { this->data[i] = col; } } void Texture4D::add(Texture4D* source) { int i, n; assert(source->xsize == this->xsize); assert(source->ysize == this->ysize); assert(source->zsize == this->zsize); assert(source->wsize == this->wsize); n = source->xsize * source->ysize * source->zsize * source->wsize; 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 Texture4D::save(PackStream* stream) { int i, n; stream->write(&this->xsize); stream->write(&this->ysize); stream->write(&this->zsize); stream->write(&this->wsize); n = this->xsize * this->ysize * this->zsize * this->wsize; for (i = 0; i < n; i++) { colorSave(stream, this->data + i); } } void Texture4D::load(PackStream* stream) { int i, n; stream->read(&this->xsize); stream->read(&this->ysize); stream->read(&this->zsize); stream->read(&this->wsize); n = this->xsize * this->ysize * this->zsize * this->wsize; delete[] this->data; this->data = new Color[n]; for (i = 0; i < n; i++) { colorLoad(stream, this->data + i); } } class Texture4DWriter:public PictureWriter { public: Texture4DWriter(Texture4D *tex): tex(tex) {} virtual unsigned int getPixel(int x, int y) override { int xsize, ysize, zsize, wsize; tex->getSize(&xsize, &ysize, &zsize, &wsize); int w = x / xsize; x = x % xsize; int z = y / ysize; y = y % ysize; return tex->getPixel(x, y, z, w).to32BitBGRA(); } private: Texture4D *tex; }; void Texture4D::saveToFile(const std::string &filepath) { Texture4DWriter writer(this); writer.save(filepath, xsize * wsize, ysize * zsize); }