193 lines
4.8 KiB
C++
193 lines
4.8 KiB
C++
#include "Texture3D.h"
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#include "Color.h"
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#include "PackStream.h"
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#include "PictureWriter.h"
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#include <cassert>
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#include <cmath>
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Texture3D::Texture3D(int xsize, int ysize, int zsize) {
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assert(xsize > 0 && ysize > 0 && zsize > 0);
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this->xsize = xsize;
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this->ysize = ysize;
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this->zsize = zsize;
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this->data = new Color[xsize * ysize * zsize];
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}
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Texture3D::~Texture3D() {
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delete[] data;
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}
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void Texture3D::getSize(int *xsize, int *ysize, int *zsize) const {
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*xsize = this->xsize;
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*ysize = this->ysize;
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*zsize = this->zsize;
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}
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void Texture3D::setPixel(int x, int y, int z, Color col) {
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assert(x >= 0 && x < this->xsize);
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assert(y >= 0 && y < this->ysize);
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assert(z >= 0 && z < this->ysize);
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this->data[z * this->xsize * this->ysize + y * this->xsize + x] = col;
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}
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Color Texture3D::getPixel(int x, int y, int z) const {
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assert(x >= 0 && x < this->xsize);
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assert(y >= 0 && y < this->ysize);
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assert(z >= 0 && z < this->zsize);
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return this->data[z * this->xsize * this->ysize + y * this->xsize + x];
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}
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Color Texture3D::getNearest(double dx, double dy, double dz) const {
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if (dx < 0.0)
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dx = 0.0;
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if (dx > 1.0)
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dx = 1.0;
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if (dy < 0.0)
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dy = 0.0;
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if (dy > 1.0)
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dy = 1.0;
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if (dz < 0.0)
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dz = 0.0;
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if (dz > 1.0)
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dz = 1.0;
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int ix = trunc_to_int(dx * to_double(this->xsize - 1));
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int iy = trunc_to_int(dy * to_double(this->ysize - 1));
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int iz = trunc_to_int(dz * to_double(this->zsize - 1));
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assert(ix >= 0 && ix < this->xsize);
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assert(iy >= 0 && iy < this->ysize);
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assert(iz >= 0 && iz < this->zsize);
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return this->data[iz * this->xsize * this->ysize + iy * this->xsize + ix];
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}
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Color Texture3D::getLinear(double dx, double dy, double dz) const {
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if (dx < 0.0)
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dx = 0.0;
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if (dx > 1.0)
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dx = 1.0;
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if (dy < 0.0)
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dy = 0.0;
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if (dy > 1.0)
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dy = 1.0;
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if (dz < 0.0)
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dz = 0.0;
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if (dz > 1.0)
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dz = 1.0;
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dx *= to_double(this->xsize - 1);
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dy *= to_double(this->ysize - 1);
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dz *= to_double(this->zsize - 1);
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int ix = floor_to_int(dx);
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if (ix == this->xsize - 1) {
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ix--;
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}
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int iy = floor_to_int(dy);
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if (iy == this->ysize - 1) {
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iy--;
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}
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int iz = floor_to_int(dz);
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if (iz == this->zsize - 1) {
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iz--;
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}
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dx -= to_double(ix);
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dy -= to_double(iy);
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dz -= to_double(iz);
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Color *data = this->data + iz * this->xsize * this->ysize + iy * this->xsize + ix;
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Color cx1 = data->lerp(*(data + 1), dx);
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Color cx2 = (data + this->xsize)->lerp(*(data + this->xsize + 1), dx);
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Color cy1 = cx1.lerp(cx2, dy);
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data += this->xsize * this->ysize;
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cx1 = data->lerp(*(data + 1), dx);
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cx2 = (data + this->xsize)->lerp(*(data + this->xsize + 1), dx);
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Color cy2 = cx1.lerp(cx2, dy);
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return cy1.lerp(cy2, dz);
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}
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Color Texture3D::getCubic(double dx, double dy, double dz) const {
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/* TODO */
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return getLinear(dx, dy, dz);
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}
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void Texture3D::fill(Color col) {
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int i, n;
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n = this->xsize * this->ysize * this->zsize;
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for (i = 0; i < n; i++) {
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this->data[i] = col;
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}
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}
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void Texture3D::add(Texture3D *source) {
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int i, n;
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assert(source->xsize == this->xsize);
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assert(source->ysize == this->ysize);
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assert(source->zsize == this->zsize);
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n = source->xsize * source->ysize * source->zsize;
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for (i = 0; i < n; i++) {
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this->data[i].r += source->data[i].r;
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this->data[i].g += source->data[i].g;
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this->data[i].b += source->data[i].b;
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/* destination->data[i].a += source->data[i].a; */
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}
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}
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void Texture3D::save(PackStream *stream) const {
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int i, n;
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stream->write(&this->xsize);
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stream->write(&this->ysize);
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stream->write(&this->zsize);
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n = this->xsize * this->ysize * this->zsize;
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for (i = 0; i < n; i++) {
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(this->data + i)->save(stream);
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}
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}
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void Texture3D::load(PackStream *stream) {
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int i, n;
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stream->read(&this->xsize);
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stream->read(&this->ysize);
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stream->read(&this->zsize);
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n = this->xsize * this->ysize * this->zsize;
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delete[] this->data;
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this->data = new Color[n];
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for (i = 0; i < n; i++) {
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(this->data + i)->load(stream);
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}
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}
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class Texture3DWriter : public PictureWriter {
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public:
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Texture3DWriter(const Texture3D *tex) : tex(tex) {
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}
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virtual unsigned int getPixel(int x, int y) override {
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int xsize, ysize, zsize;
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tex->getSize(&xsize, &ysize, &zsize);
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int z = y / ysize;
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y = y % ysize;
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return tex->getPixel(x, y, z).to32BitBGRA();
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}
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private:
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const Texture3D *tex;
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};
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void Texture3D::saveToFile(const string &filepath) const {
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Texture3DWriter writer(this);
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writer.save(filepath, xsize, ysize * zsize);
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}
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