mirror of
https://github.com/alliedmodders/hl2sdk.git
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364 lines
10 KiB
C++
364 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef FLOAT_BM_H
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#define FLOAT_BM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <tier0/platform.h>
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#include "tier0/dbg.h"
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#include <mathlib/mathlib.h>
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struct PixRGBAF
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{
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float Red;
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float Green;
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float Blue;
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float Alpha;
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};
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struct PixRGBA8
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{
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unsigned char Red;
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unsigned char Green;
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unsigned char Blue;
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unsigned char Alpha;
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};
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inline PixRGBAF PixRGBA8_to_F( PixRGBA8 const &x )
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{
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PixRGBAF f;
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f.Red = x.Red / float( 255.0f );
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f.Green = x.Green / float( 255.0f );
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f.Blue = x.Blue / float( 255.0f );
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f.Alpha = x.Alpha / float( 255.0f );
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return f;
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}
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inline PixRGBA8 PixRGBAF_to_8( PixRGBAF const &f )
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{
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PixRGBA8 x;
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x.Red = max( 0, min( 255.0,255.0*f.Red ) );
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x.Green = max( 0, min( 255.0,255.0*f.Green ) );
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x.Blue = max( 0, min( 255.0,255.0*f.Blue ) );
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x.Alpha = max( 0, min( 255.0,255.0*f.Alpha ) );
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return x;
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}
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#define SPFLAGS_MAXGRADIENT 1
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// bit flag options for ComputeSelfShadowedBumpmapFromHeightInAlphaChannel:
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#define SSBUMP_OPTION_NONDIRECTIONAL 1 // generate ambient occlusion only
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#define SSBUMP_MOD2X_DETAIL_TEXTURE 2 // scale so that a flat unshadowed
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// value is 0.5, and bake rgb luminance
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// in.
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class FloatBitMap_t
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{
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public:
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int Width, Height; // bitmap dimensions
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float *RGBAData; // actual data
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FloatBitMap_t(void) // empty one
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{
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Width=Height=0;
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RGBAData=0;
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}
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FloatBitMap_t(int width, int height); // make one and allocate space
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FloatBitMap_t(char const *filename); // read one from a file (tga or pfm)
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FloatBitMap_t(FloatBitMap_t const *orig);
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// quantize one to 8 bits
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bool WriteTGAFile(char const *filename) const;
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bool LoadFromPFM(char const *filename); // load from floating point pixmap (.pfm) file
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bool WritePFM(char const *filename); // save to floating point pixmap (.pfm) file
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void InitializeWithRandomPixelsFromAnotherFloatBM(FloatBitMap_t const &other);
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inline float & Pixel(int x, int y, int comp) const
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{
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Assert((x>=0) && (x<Width));
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Assert((y>=0) && (y<Height));
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return RGBAData[4*(x+Width*y)+comp];
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}
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inline float & PixelWrapped(int x, int y, int comp) const
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{
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// like Pixel except wraps around to other side
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if (x < 0)
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x+=Width;
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else
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if (x>= Width)
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x -= Width;
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if ( y < 0 )
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y+=Height;
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else
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if ( y >= Height )
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y -= Height;
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return RGBAData[4*(x+Width*y)+comp];
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}
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inline float & PixelClamped(int x, int y, int comp) const
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{
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// like Pixel except wraps around to other side
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x=clamp(x,0,Width-1);
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y=clamp(y,0,Height-1);
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return RGBAData[4*(x+Width*y)+comp];
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}
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inline float & Alpha(int x, int y) const
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{
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Assert((x>=0) && (x<Width));
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Assert((y>=0) && (y<Height));
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return RGBAData[3+4*(x+Width*y)];
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}
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// look up a pixel value with bilinear interpolation
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float InterpolatedPixel(float x, float y, int comp) const;
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inline PixRGBAF PixelRGBAF(int x, int y) const
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{
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Assert((x>=0) && (x<Width));
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Assert((y>=0) && (y<Height));
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PixRGBAF RetPix;
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int RGBoffset= 4*(x+Width*y);
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RetPix.Red= RGBAData[RGBoffset+0];
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RetPix.Green= RGBAData[RGBoffset+1];
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RetPix.Blue= RGBAData[RGBoffset+2];
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RetPix.Alpha= RGBAData[RGBoffset+3];
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return RetPix;
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}
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inline void WritePixelRGBAF(int x, int y, PixRGBAF value) const
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{
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Assert((x>=0) && (x<Width));
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Assert((y>=0) && (y<Height));
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int RGBoffset= 4*(x+Width*y);
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RGBAData[RGBoffset+0]= value.Red;
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RGBAData[RGBoffset+1]= value.Green;
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RGBAData[RGBoffset+2]= value.Blue;
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RGBAData[RGBoffset+3]= value.Alpha;
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}
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inline void WritePixel(int x, int y, int comp, float value)
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{
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Assert((x>=0) && (x<Width));
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Assert((y>=0) && (y<Height));
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RGBAData[4*(x+Width*y)+comp]= value;
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}
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// paste, performing boundary matching. Alpha channel can be used to make
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// brush shape irregular
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void SmartPaste(FloatBitMap_t const &brush, int xofs, int yofs, uint32 flags);
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// force to be tileable using poisson formula
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void MakeTileable(void);
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void ReSize(int NewXSize, int NewYSize);
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// find the bounds of the area that has non-zero alpha.
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void GetAlphaBounds(int &minx, int &miny, int &maxx,int &maxy);
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// Solve the poisson equation for an image. The alpha channel of the image controls which
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// pixels are "modifiable", and can be used to set boundary conditions. Alpha=0 means the pixel
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// is locked. deltas are in the order [(x,y)-(x,y-1),(x,y)-(x-1,y),(x,y)-(x+1,y),(x,y)-(x,y+1)
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void Poisson(FloatBitMap_t *deltas[4],
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int n_iters,
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uint32 flags // SPF_xxx
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);
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FloatBitMap_t *QuarterSize(void) const; // get a new one downsampled
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FloatBitMap_t *QuarterSizeBlocky(void) const; // get a new one downsampled
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FloatBitMap_t *QuarterSizeWithGaussian(void) const; // downsample 2x using a gaussian
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void RaiseToPower(float pow);
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void ScaleGradients(void);
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void Logize(void); // pix=log(1+pix)
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void UnLogize(void); // pix=exp(pix)-1
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// compress to 8 bits converts the hdr texture to an 8 bit texture, encoding a scale factor
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// in the alpha channel. upon return, the original pixel can be (approximately) recovered
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// by the formula rgb*alpha*overbright.
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// this function performs special numerical optimization on the texture to minimize the error
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// when using bilinear filtering to read the texture.
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void CompressTo8Bits(float overbright);
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// decompress a bitmap converted by CompressTo8Bits
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void Uncompress(float overbright);
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Vector AverageColor(void); // average rgb value of all pixels
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float BrightestColor(void); // highest vector magnitude
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void Clear(float r, float g, float b, float alpha); // set all pixels to speicifed values (0..1 nominal)
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void ScaleRGB(float scale_factor); // for all pixels, r,g,b*=scale_factor
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// given a bitmap with height stored in the alpha channel, generate vector positions and normals
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void ComputeVertexPositionsAndNormals( float flHeightScale, Vector **ppPosOut, Vector **ppNormalOut ) const;
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// generate a normal map with height stored in alpha. uses hl2 tangent basis to support baked
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// self shadowing. the bump scale maps the height of a pixel relative to the edges of the
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// pixel. This function may take a while - many millions of rays may be traced. applications
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// using this method need to link w/ raytrace.lib
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FloatBitMap_t *ComputeSelfShadowedBumpmapFromHeightInAlphaChannel(
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float bump_scale, int nrays_to_trace_per_pixel=100,
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uint32 nOptionFlags = 0 // SSBUMP_OPTION_XXX
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) const;
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// generate a conventional normal map from a source with height stored in alpha.
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FloatBitMap_t *ComputeBumpmapFromHeightInAlphaChannel( float bump_scale ) const ;
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// bilateral (edge preserving) smoothing filter. edge_threshold_value defines the difference in
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// values over which filtering will not occur. Each channel is filtered independently. large
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// radii will run slow, since the bilateral filter is neither separable, nor is it a
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// convolution that can be done via fft.
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void TileableBilateralFilter( int radius_in_pixels, float edge_threshold_value );
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~FloatBitMap_t();
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void AllocateRGB(int w, int h)
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{
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if (RGBAData) delete[] RGBAData;
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RGBAData=new float[w*h*4];
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Width=w;
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Height=h;
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}
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};
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// a FloatCubeMap_t holds the floating point bitmaps for 6 faces of a cube map
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class FloatCubeMap_t
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{
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public:
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FloatBitMap_t face_maps[6];
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FloatCubeMap_t(int xfsize, int yfsize)
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{
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// make an empty one with face dimensions xfsize x yfsize
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for(int f=0;f<6;f++)
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face_maps[f].AllocateRGB(xfsize,yfsize);
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}
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// load basenamebk,pfm, basenamedn.pfm, basenameft.pfm, ...
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FloatCubeMap_t(char const *basename);
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// save basenamebk,pfm, basenamedn.pfm, basenameft.pfm, ...
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void WritePFMs(char const *basename);
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Vector AverageColor(void)
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{
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Vector ret(0,0,0);
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int nfaces=0;
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for(int f=0;f<6;f++)
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if (face_maps[f].RGBAData)
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{
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nfaces++;
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ret+=face_maps[f].AverageColor();
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}
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if (nfaces)
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ret*=(1.0/nfaces);
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return ret;
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}
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float BrightestColor(void)
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{
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float ret=0.0;
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int nfaces=0;
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for(int f=0;f<6;f++)
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if (face_maps[f].RGBAData)
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{
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nfaces++;
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ret=max(ret,face_maps[f].BrightestColor());
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}
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return ret;
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}
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// resample a cubemap to one of possibly a lower resolution, using a given phong exponent.
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// dot-product weighting will be used for the filtering operation.
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void Resample(FloatCubeMap_t &dest, float flPhongExponent);
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// returns the normalized direciton vector through a given pixel of a given face
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Vector PixelDirection(int face, int x, int y);
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// returns the direction vector throught the center of a cubemap face
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Vector FaceNormal( int nFaceNumber );
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};
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static inline float FLerp(float f1, float f2, float t)
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{
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return f1+(f2-f1)*t;
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}
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// Image Pyramid class.
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#define MAX_IMAGE_PYRAMID_LEVELS 16 // up to 64kx64k
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enum ImagePyramidMode_t
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{
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PYRAMID_MODE_GAUSSIAN,
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};
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class FloatImagePyramid_t
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{
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public:
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int m_nLevels;
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FloatBitMap_t *m_pLevels[MAX_IMAGE_PYRAMID_LEVELS]; // level 0 is highest res
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FloatImagePyramid_t(void)
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{
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m_nLevels=0;
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memset(m_pLevels,0,sizeof(m_pLevels));
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}
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// build one. clones data from src for level 0.
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FloatImagePyramid_t(FloatBitMap_t const &src, ImagePyramidMode_t mode);
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// read or write a Pixel from a given level. All coordinates are specified in the same domain as the base level.
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float &Pixel(int x, int y, int component, int level) const;
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FloatBitMap_t *Level(int lvl) const
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{
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Assert(lvl<m_nLevels);
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Assert(lvl<ARRAYSIZE(m_pLevels));
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return m_pLevels[lvl];
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}
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// rebuild all levels above the specified level
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void ReconstructLowerResolutionLevels(int starting_level);
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~FloatImagePyramid_t(void);
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void WriteTGAs(char const *basename) const; // outputs name_00.tga, name_01.tga,...
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};
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#endif
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