[855] | 1 | /////////////////////////////////////////////////////////////////////////// |
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| 2 | // |
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| 3 | // Copyright (c) 2004, Industrial Light & Magic, a division of Lucas |
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| 4 | // Digital Ltd. LLC |
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| 5 | // |
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| 6 | // All rights reserved. |
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| 7 | // |
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| 8 | // Redistribution and use in source and binary forms, with or without |
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| 9 | // modification, are permitted provided that the following conditions are |
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| 10 | // met: |
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| 11 | // * Redistributions of source code must retain the above copyright |
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| 12 | // notice, this list of conditions and the following disclaimer. |
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| 13 | // * Redistributions in binary form must reproduce the above |
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| 14 | // copyright notice, this list of conditions and the following disclaimer |
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| 15 | // in the documentation and/or other materials provided with the |
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| 16 | // distribution. |
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| 17 | // * Neither the name of Industrial Light & Magic nor the names of |
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| 18 | // its contributors may be used to endorse or promote products derived |
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| 19 | // from this software without specific prior written permission. |
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| 20 | // |
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| 21 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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| 22 | // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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| 23 | // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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| 24 | // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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| 25 | // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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| 26 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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| 27 | // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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| 28 | // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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| 29 | // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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| 30 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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| 31 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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| 32 | // |
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| 33 | /////////////////////////////////////////////////////////////////////////// |
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| 34 | |
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| 35 | |
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| 36 | #ifndef INCLUDED_IMF_ENVMAP_H |
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| 37 | #define INCLUDED_IMF_ENVMAP_H |
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| 38 | |
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| 39 | //----------------------------------------------------------------------------- |
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| 40 | // |
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| 41 | // Environment maps |
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| 42 | // |
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| 43 | // Environment maps define a mapping from 3D directions to 2D |
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| 44 | // pixel space locations. Environment maps are typically used |
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| 45 | // in 3D rendering, for effects such as quickly approximating |
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| 46 | // how shiny surfaces reflect their environment. |
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| 47 | // |
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| 48 | // Environment maps can be stored in scanline-based or in tiled |
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| 49 | // OpenEXR files. The fact that an image is an environment map |
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| 50 | // is indicated by the presence of an EnvmapAttribute whose name |
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| 51 | // is "envmap". (Convenience functions to access this attribute |
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| 52 | // are defined in header file ImfStandardAttributes.h.) |
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| 53 | // The attribute's value defines the mapping from 3D directions |
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| 54 | // to 2D pixel space locations. |
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| 55 | // |
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| 56 | // This header file defines the set of possible EnvmapAttribute |
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| 57 | // values. |
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| 58 | // |
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| 59 | // For each possible EnvmapAttribute value, this header file also |
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| 60 | // defines a set of convienience functions to convert between 3D |
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| 61 | // directions and 2D pixel locations. |
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| 62 | // |
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| 63 | // Most of the convenience functions defined below require a |
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| 64 | // dataWindow parameter. For scanline-based images, and for |
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| 65 | // tiled images with level mode ONE_LEVEL, the dataWindow |
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| 66 | // parameter should be set to the image's data window, as |
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| 67 | // defined in the image header. For tiled images with level |
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| 68 | // mode MIPMAP_LEVELS or RIPMAP_LEVELS, the data window of the |
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| 69 | // image level that is being accessed should be used instead. |
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| 70 | // (See the dataWindowForLevel() methods in ImfTiledInputFile.h |
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| 71 | // and ImfTiledOutputFile.h.) |
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| 72 | // |
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| 73 | //----------------------------------------------------------------------------- |
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| 74 | |
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| 75 | #include <ImathBox.h> |
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| 76 | |
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| 77 | namespace Imf { |
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| 78 | |
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| 79 | //-------------------------------- |
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| 80 | // Supported environment map types |
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| 81 | //-------------------------------- |
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| 82 | |
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| 83 | enum Envmap |
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| 84 | { |
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| 85 | ENVMAP_LATLONG = 0, // Latitude-longitude environment map |
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| 86 | ENVMAP_CUBE = 1, // Cube map |
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| 87 | |
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| 88 | NUM_ENVMAPTYPES // Number of different environment map types |
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| 89 | }; |
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| 90 | |
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| 91 | |
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| 92 | //------------------------------------------------------------------------- |
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| 93 | // Latitude-Longitude Map: |
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| 94 | // |
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| 95 | // The environment is projected onto the image using polar coordinates |
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| 96 | // (latitude and longitude). A pixel's x coordinate corresponds to |
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| 97 | // its longitude, and the y coordinate corresponds to its latitude. |
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| 98 | // Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and |
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| 99 | // longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has |
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| 100 | // latitude -pi/2 and longitude -pi. |
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| 101 | // |
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| 102 | // In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and |
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| 103 | // positive y direction. Latitude 0, longitude 0 points into positive |
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| 104 | // z direction; and latitude 0, longitude pi/2 points into positive x |
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| 105 | // direction. |
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| 106 | // |
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| 107 | // The size of the data window should be 2*N by N pixels (width by height), |
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| 108 | // where N can be any integer greater than 0. |
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| 109 | //------------------------------------------------------------------------- |
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| 110 | |
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| 111 | namespace LatLongMap |
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| 112 | { |
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| 113 | //---------------------------------------------------- |
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| 114 | // Convert a 3D direction to a 2D vector whose x and y |
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| 115 | // components represent the corresponding latitude |
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| 116 | // and longitude. |
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| 117 | //---------------------------------------------------- |
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| 118 | |
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| 119 | Imath::V2f latLong (const Imath::V3f &direction); |
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| 120 | |
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| 121 | |
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| 122 | //-------------------------------------------------------- |
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| 123 | // Convert the position of a pixel to a 2D vector whose |
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| 124 | // x and y components represent the corresponding latitude |
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| 125 | // and longitude. |
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| 126 | //-------------------------------------------------------- |
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| 127 | |
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| 128 | Imath::V2f latLong (const Imath::Box2i &dataWindow, |
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| 129 | const Imath::V2f &pixelPosition); |
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| 130 | |
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| 131 | |
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| 132 | //------------------------------------------------------------- |
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| 133 | // Convert a 2D vector, whose x and y components represent |
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| 134 | // longitude and latitude, into a corresponding pixel position. |
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| 135 | //------------------------------------------------------------- |
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| 136 | |
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| 137 | Imath::V2f pixelPosition (const Imath::Box2i &dataWindow, |
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| 138 | const Imath::V2f &latLong); |
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| 139 | |
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| 140 | |
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| 141 | //----------------------------------------------------- |
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| 142 | // Convert a 3D direction vector into a corresponding |
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| 143 | // pixel position. pixelPosition(dw,dir) is equivalent |
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| 144 | // to pixelPosition(dw,latLong(dw,dir)). |
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| 145 | //----------------------------------------------------- |
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| 146 | |
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| 147 | Imath::V2f pixelPosition (const Imath::Box2i &dataWindow, |
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| 148 | const Imath::V3f &direction); |
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| 149 | |
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| 150 | |
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| 151 | //-------------------------------------------------------- |
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| 152 | // Convert the position of a pixel in a latitude-longitude |
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| 153 | // map into a corresponding 3D direction. |
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| 154 | //-------------------------------------------------------- |
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| 155 | |
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| 156 | Imath::V3f direction (const Imath::Box2i &dataWindow, |
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| 157 | const Imath::V2f &pixelPosition); |
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| 158 | } |
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| 159 | |
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| 160 | |
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| 161 | //-------------------------------------------------------------- |
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| 162 | // Cube Map: |
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| 163 | // |
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| 164 | // The environment is projected onto the six faces of an |
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| 165 | // axis-aligned cube. The cube's faces are then arranged |
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| 166 | // in a 2D image as shown below. |
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| 167 | // |
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| 168 | // 2-----------3 |
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| 169 | // / /| |
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| 170 | // / / | Y |
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| 171 | // / / | | |
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| 172 | // 6-----------7 | | |
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| 173 | // | | | | |
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| 174 | // | | | | |
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| 175 | // | 0 | 1 *------- X |
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| 176 | // | | / / |
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| 177 | // | | / / |
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| 178 | // | |/ / |
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| 179 | // 4-----------5 Z |
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| 180 | // |
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| 181 | // dataWindow.min |
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| 182 | // / |
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| 183 | // / |
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| 184 | // +-----------+ |
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| 185 | // |3 Y 7| |
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| 186 | // | | | |
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| 187 | // | | | |
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| 188 | // | ---+---Z | +X face |
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| 189 | // | | | |
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| 190 | // | | | |
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| 191 | // |1 5| |
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| 192 | // +-----------+ |
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| 193 | // |6 Y 2| |
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| 194 | // | | | |
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| 195 | // | | | |
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| 196 | // | Z---+--- | -X face |
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| 197 | // | | | |
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| 198 | // | | | |
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| 199 | // |4 0| |
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| 200 | // +-----------+ |
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| 201 | // |6 Z 7| |
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| 202 | // | | | |
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| 203 | // | | | |
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| 204 | // | ---+---X | +Y face |
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| 205 | // | | | |
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| 206 | // | | | |
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| 207 | // |2 3| |
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| 208 | // +-----------+ |
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| 209 | // |0 1| |
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| 210 | // | | | |
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| 211 | // | | | |
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| 212 | // | ---+---X | -Y face |
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| 213 | // | | | |
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| 214 | // | | | |
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| 215 | // |4 Z 5| |
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| 216 | // +-----------+ |
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| 217 | // |7 Y 6| |
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| 218 | // | | | |
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| 219 | // | | | |
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| 220 | // | X---+--- | +Z face |
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| 221 | // | | | |
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| 222 | // | | | |
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| 223 | // |5 4| |
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| 224 | // +-----------+ |
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| 225 | // |2 Y 3| |
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| 226 | // | | | |
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| 227 | // | | | |
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| 228 | // | ---+---X | -Z face |
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| 229 | // | | | |
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| 230 | // | | | |
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| 231 | // |0 1| |
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| 232 | // +-----------+ |
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| 233 | // / |
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| 234 | // / |
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| 235 | // dataWindow.max |
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| 236 | // |
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| 237 | // The size of the data window should be N by 6*N pixels |
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| 238 | // (width by height), where N can be any integer greater |
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| 239 | // than 0. |
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| 240 | // |
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| 241 | //-------------------------------------------------------------- |
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| 242 | |
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| 243 | //------------------------------------ |
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| 244 | // Names for the six faces of the cube |
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| 245 | //------------------------------------ |
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| 246 | |
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| 247 | enum CubeMapFace |
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| 248 | { |
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| 249 | CUBEFACE_POS_X, // +X face |
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| 250 | CUBEFACE_NEG_X, // -X face |
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| 251 | CUBEFACE_POS_Y, // +Y face |
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| 252 | CUBEFACE_NEG_Y, // -Y face |
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| 253 | CUBEFACE_POS_Z, // +Z face |
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| 254 | CUBEFACE_NEG_Z, // -Z face |
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| 255 | }; |
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| 256 | |
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| 257 | namespace CubeMap |
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| 258 | { |
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| 259 | //--------------------------------------------- |
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| 260 | // Width and height of a cube's face, in pixels |
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| 261 | //--------------------------------------------- |
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| 262 | |
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| 263 | int sizeOfFace (const Imath::Box2i &dataWindow); |
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| 264 | |
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| 265 | |
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| 266 | //------------------------------------------ |
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| 267 | // Compute the region in the environment map |
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| 268 | // that is covered by the specified face. |
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| 269 | //------------------------------------------ |
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| 270 | |
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| 271 | Imath::Box2i dataWindowForFace (CubeMapFace face, |
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| 272 | const Imath::Box2i &dataWindow); |
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| 273 | |
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| 274 | |
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| 275 | //---------------------------------------------------- |
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| 276 | // Convert the coordinates of a pixel within a face |
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| 277 | // [in the range from (0,0) to (s-1,s-1), where |
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| 278 | // s == sizeOfFace(dataWindow)] to pixel coordinates |
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| 279 | // in the environment map. |
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| 280 | //---------------------------------------------------- |
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| 281 | |
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| 282 | Imath::V2f pixelPosition (CubeMapFace face, |
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| 283 | const Imath::Box2i &dataWindow, |
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| 284 | Imath::V2f positionInFace); |
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| 285 | |
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| 286 | |
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| 287 | //-------------------------------------------------------------- |
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| 288 | // Convert a 3D direction into a cube face, and a pixel position |
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| 289 | // within that face. |
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| 290 | // |
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| 291 | // If you have a 3D direction, dir, the following code fragment |
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| 292 | // finds the position, pos, of the corresponding pixel in an |
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| 293 | // environment map with data window dw: |
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| 294 | // |
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| 295 | // CubeMapFace f; |
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| 296 | // V2f pif, pos; |
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| 297 | // |
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| 298 | // faceAndPixelPosition (dir, dw, f, pif); |
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| 299 | // pos = pixelPosition (f, dw, pif); |
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| 300 | // |
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| 301 | //-------------------------------------------------------------- |
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| 302 | |
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| 303 | void faceAndPixelPosition (const Imath::V3f &direction, |
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| 304 | const Imath::Box2i &dataWindow, |
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| 305 | CubeMapFace &face, |
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| 306 | Imath::V2f &positionInFace); |
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| 307 | |
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| 308 | |
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| 309 | // -------------------------------------------------------- |
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| 310 | // Given a cube face and a pixel position within that face, |
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| 311 | // compute the corresponding 3D direction. |
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| 312 | // -------------------------------------------------------- |
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| 313 | |
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| 314 | Imath::V3f direction (CubeMapFace face, |
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| 315 | const Imath::Box2i &dataWindow, |
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| 316 | const Imath::V2f &positionInFace); |
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| 317 | } |
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| 318 | |
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| 319 | |
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| 320 | } // namespace Imf |
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| 321 | |
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| 322 | #endif |
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