/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2007, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // resizeLatLong(), resizeCube() -- functions that resample // an environment map and convert it to latitude-longitude or // cube-face format. // //----------------------------------------------------------------------------- #include #include "Iex.h" #include #include "namespaceAlias.h" using namespace IMF; using namespace std; using namespace IMATH; void resizeLatLong (const EnvmapImage &image1, EnvmapImage &image2, const Box2i &image2DataWindow, float filterRadius, int numSamples) { int w = image2DataWindow.max.x - image2DataWindow.min.x + 1; int h = image2DataWindow.max.y - image2DataWindow.min.y + 1; float radius = 0.5f * 2 * M_PI * filterRadius / w; image2.resize (ENVMAP_LATLONG, image2DataWindow); image2.clear (); Array2D &pixels = image2.pixels(); for (int y = 0; y < h; ++y) { for (int x = 0; x < w; ++x) { V3f dir = LatLongMap::direction (image2DataWindow, V2f (x, y)); pixels[y][x] = image1.filteredLookup (dir, radius, numSamples); } } } void resizeCube (const EnvmapImage &image1, EnvmapImage &image2, const Box2i &image2DataWindow, float filterRadius, int numSamples) { if (image1.type() == ENVMAP_CUBE && image1.dataWindow() == image2DataWindow) { // // Special case - the input image is a cube-face environment // map with the same size as the output image. We can copy // the input image without resampling. // image2.resize (ENVMAP_CUBE, image2DataWindow); int w = image2DataWindow.max.x - image2DataWindow.min.x + 1; int h = image2DataWindow.max.y - image2DataWindow.min.y + 1; memcpy (&(image2.pixels()[0][0]), &(image1.pixels()[0][0]), sizeof (Rgba) * w * h); return; } // // Resampe the input image // int sof = CubeMap::sizeOfFace (image2DataWindow); float radius = 1.5f * filterRadius / sof; image2.resize (ENVMAP_CUBE, image2DataWindow); image2.clear (); Array2D &pixels = image2.pixels(); for (int f = CUBEFACE_POS_X; f <= CUBEFACE_NEG_Z; ++f) { CubeMapFace face = CubeMapFace (f); for (int y = 0; y < sof; ++y) { for (int x = 0; x < sof; ++x) { V2f posInFace (x, y); V3f dir = CubeMap::direction (face, image2DataWindow, posInFace); V2f pos = CubeMap::pixelPosition (face, image2DataWindow, posInFace); pixels[int (pos.y + 0.5f)][int (pos.x + 0.5f)] = image1.filteredLookup (dir, radius, numSamples); } } } }