paysages3d/src/basics/Texture4D.cpp

239 lines
6 KiB
C++

#include "Texture4D.h"
#include <cassert>
#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) const
{
*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) const
{
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) 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;
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) 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;
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) const
{
/* 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) const
{
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++)
{
(this->data + i)->save(stream);
}
}
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++)
{
(this->data + i)->load(stream);
}
}
class Texture4DWriter:public PictureWriter
{
public:
Texture4DWriter(const 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:
const Texture4D *tex;
};
void Texture4D::saveToFile(const std::string &filepath) const
{
Texture4DWriter writer(this);
writer.save(filepath, xsize * wsize, ysize * zsize);
}