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+///////////////////////////////////////////////////////////////////////////
+//
+// Copyright (c) 2004, 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.
+//
+///////////////////////////////////////////////////////////////////////////
+
+
+//-----------------------------------------------------------------------------
+//
+// Environment maps
+//
+//-----------------------------------------------------------------------------
+
+#include <ImfEnvmap.h>
+#include "ImathFun.h"
+#include <algorithm>
+#include <math.h>
+
+using namespace std;
+using namespace Imath;
+
+namespace Imf {
+namespace LatLongMap {
+
+V2f
+latLong (const V3f &dir)
+{
+ float r = sqrt (dir.z * dir.z + dir.x * dir.x);
+
+ float latitude = (r < abs (dir.y))?
+ acos (r / dir.length()) * sign (dir.y):
+ asin (dir.y / dir.length());
+
+ float longitude = (dir.z == 0 && dir.x == 0)? 0: atan2 (dir.x, dir.z);
+
+ return V2f (latitude, longitude);
+}
+
+
+V2f
+latLong (const Box2i &dataWindow, const V2f &pixelPosition)
+{
+ float latitude, longitude;
+
+ if (dataWindow.max.y > dataWindow.min.y)
+ {
+ latitude = -M_PI *
+ ((pixelPosition.y - dataWindow.min.y) /
+ (dataWindow.max.y - dataWindow.min.y) - 0.5f);
+ }
+ else
+ {
+ latitude = 0;
+ }
+
+ if (dataWindow.max.x > dataWindow.min.x)
+ {
+ longitude = -2 * M_PI *
+ ((pixelPosition.x - dataWindow.min.x) /
+ (dataWindow.max.x - dataWindow.min.x) - 0.5f);
+ }
+ else
+ {
+ longitude = 0;
+ }
+
+ return V2f (latitude, longitude);
+}
+
+
+V2f
+pixelPosition (const Box2i &dataWindow, const V2f &latLong)
+{
+ float x = latLong.y / (-2 * M_PI) + 0.5f;
+ float y = latLong.x / -M_PI + 0.5f;
+
+ return V2f (x * (dataWindow.max.x - dataWindow.min.x) + dataWindow.min.x,
+ y * (dataWindow.max.y - dataWindow.min.y) + dataWindow.min.y);
+}
+
+
+V2f
+pixelPosition (const Box2i &dataWindow, const V3f &direction)
+{
+ return pixelPosition (dataWindow, latLong (direction));
+}
+
+
+V3f
+direction (const Box2i &dataWindow, const V2f &pixelPosition)
+{
+ V2f ll = latLong (dataWindow, pixelPosition);
+
+ return V3f (sin (ll.y) * cos (ll.x),
+ sin (ll.x),
+ cos (ll.y) * cos (ll.x));
+}
+
+} // namespace LatLongMap
+
+
+namespace CubeMap {
+
+int
+sizeOfFace (const Box2i &dataWindow)
+{
+ return min ((dataWindow.max.x - dataWindow.min.x + 1),
+ (dataWindow.max.y - dataWindow.min.y + 1) / 6);
+}
+
+
+Box2i
+dataWindowForFace (CubeMapFace face, const Box2i &dataWindow)
+{
+ int sof = sizeOfFace (dataWindow);
+ Box2i dwf;
+
+ dwf.min.x = 0;
+ dwf.min.y = int (face) * sof;
+
+ dwf.max.x = dwf.min.x + sof - 1;
+ dwf.max.y = dwf.min.y + sof - 1;
+
+ return dwf;
+}
+
+
+V2f
+pixelPosition (CubeMapFace face, const Box2i &dataWindow, V2f positionInFace)
+{
+ Box2i dwf = dataWindowForFace (face, dataWindow);
+ V2f pos (0, 0);
+
+ switch (face)
+ {
+ case CUBEFACE_POS_X:
+
+ pos.x = dwf.min.x + positionInFace.y;
+ pos.y = dwf.max.y - positionInFace.x;
+ break;
+
+ case CUBEFACE_NEG_X:
+
+ pos.x = dwf.max.x - positionInFace.y;
+ pos.y = dwf.max.y - positionInFace.x;
+ break;
+
+ case CUBEFACE_POS_Y:
+
+ pos.x = dwf.min.x + positionInFace.x;
+ pos.y = dwf.max.y - positionInFace.y;
+ break;
+
+ case CUBEFACE_NEG_Y:
+
+ pos.x = dwf.min.x + positionInFace.x;
+ pos.y = dwf.min.y + positionInFace.y;
+ break;
+
+ case CUBEFACE_POS_Z:
+
+ pos.x = dwf.max.x - positionInFace.x;
+ pos.y = dwf.max.y - positionInFace.y;
+ break;
+
+ case CUBEFACE_NEG_Z:
+
+ pos.x = dwf.min.x + positionInFace.x;
+ pos.y = dwf.max.y - positionInFace.y;
+ break;
+ }
+
+ return pos;
+}
+
+
+void
+faceAndPixelPosition (const V3f &direction,
+ const Box2i &dataWindow,
+ CubeMapFace &face,
+ V2f &pif)
+{
+ int sof = sizeOfFace (dataWindow);
+ float absx = abs (direction.x);
+ float absy = abs (direction.y);
+ float absz = abs (direction.z);
+
+ if (absx >= absy && absx >= absz)
+ {
+ if (absx == 0)
+ {
+ //
+ // Special case - direction is (0, 0, 0)
+ //
+
+ face = CUBEFACE_POS_X;
+ pif = V2f (0, 0);
+ return;
+ }
+
+ pif.x = (direction.y / absx + 1) / 2 * (sof - 1);
+ pif.y = (direction.z / absx + 1) / 2 * (sof - 1);
+
+ if (direction.x > 0)
+ face = CUBEFACE_POS_X;
+ else
+ face = CUBEFACE_NEG_X;
+ }
+ else if (absy >= absz)
+ {
+ pif.x = (direction.x / absy + 1) / 2 * (sof - 1);
+ pif.y = (direction.z / absy + 1) / 2 * (sof - 1);
+
+ if (direction.y > 0)
+ face = CUBEFACE_POS_Y;
+ else
+ face = CUBEFACE_NEG_Y;
+ }
+ else
+ {
+ pif.x = (direction.x / absz + 1) / 2 * (sof - 1);
+ pif.y = (direction.y / absz + 1) / 2 * (sof - 1);
+
+ if (direction.z > 0)
+ face = CUBEFACE_POS_Z;
+ else
+ face = CUBEFACE_NEG_Z;
+ }
+}
+
+
+V3f
+direction (CubeMapFace face, const Box2i &dataWindow, const V2f &positionInFace)
+{
+ int sof = sizeOfFace (dataWindow);
+
+ V2f pos;
+
+ if (sof > 1)
+ {
+ pos = V2f (positionInFace.x / (sof - 1) * 2 - 1,
+ positionInFace.y / (sof - 1) * 2 - 1);
+ }
+ else
+ {
+ pos = V2f (0, 0);
+ }
+
+ V3f dir (1, 0, 0);
+
+ switch (face)
+ {
+ case CUBEFACE_POS_X:
+
+ dir.x = 1;
+ dir.y = pos.x;
+ dir.z = pos.y;
+ break;
+
+ case CUBEFACE_NEG_X:
+
+ dir.x = -1;
+ dir.y = pos.x;
+ dir.z = pos.y;
+ break;
+
+ case CUBEFACE_POS_Y:
+
+ dir.x = pos.x;
+ dir.y = 1;
+ dir.z = pos.y;
+ break;
+
+ case CUBEFACE_NEG_Y:
+
+ dir.x = pos.x;
+ dir.y = -1;
+ dir.z = pos.y;
+ break;
+
+ case CUBEFACE_POS_Z:
+
+ dir.x = pos.x;
+ dir.y = pos.y;
+ dir.z = 1;
+ break;
+
+ case CUBEFACE_NEG_Z:
+
+ dir.x = pos.x;
+ dir.y = pos.y;
+ dir.z = -1;
+ break;
+ }
+
+ return dir;
+}
+
+} // namespace CubeMap
+} // namespace Imf