Adding support for Equirectangular skymaps

This commit is contained in:
samcake 2016-04-25 15:55:12 -07:00
parent dd189747f5
commit 0e13b1623b

View file

@ -474,101 +474,81 @@ public:
static QImage extractEquirectangularFace(const QImage& source, gpu::Texture::CubeFace face, int faceWidth) {
QImage image(faceWidth, faceWidth, source.format());
glm::vec2 dstInvSize(1.0 / (float)image.width(), 1.0 / (float)image.height());
float RAD_TO_SRC = 4.0f / glm::pi<float>();
struct CubeToXYZ {
gpu::Texture::CubeFace _face;
CubeToXYZ(gpu::Texture::CubeFace face) : _face(face) {}
if (face == gpu::Texture::CubeFace::CUBE_FACE_BOTTOM_NEG_Y || face == gpu::Texture::CubeFace::CUBE_FACE_TOP_POS_Y) {
int isTopFace = (face == gpu::Texture::CubeFace::CUBE_FACE_TOP_POS_Y);
int isBottomFace = (1 - isTopFace);
glm::vec3 xyzFrom(const glm::vec2& uv) {
auto nuv = glm::vec2(-1.0 + 2.0f * uv.x, 1.0 - 2.0f * uv.y);
const int SOURCE_FACE_X_OFFSET[] = {
2, // Right +X
0, // Left -X
0, // top not used
0, // bottom not used
3, // Back +Z
1 // Front -Z
};
int srcFaceHeight = source.height() / 4;
int srcYOffset = 0 + isBottomFace * source.height();
int srcFaceWidth = source.width();
int srcXOffset = 0;
glm::vec2 dstCoord;
glm::vec2 srcCoord;
glm::ivec2 srcPixel;
for (int y = 0; y < image.height(); ++y) {
auto data = reinterpret_cast<QRgb*>(image.scanLine(y));
dstCoord.y = -1.0 + 2.0 * (y + 0.5) * dstInvSize.y;
for (int x = 0; x < image.width(); ++x) {
dstCoord.x = -1.0 + 2.0 * (x + 0.5) * dstInvSize.x;
glm::vec2 dstCoordPol(atan2(dstCoord.y, dstCoord.x), glm::length(dstCoord));
srcCoord.x = dstCoordPol.y * RAD_TO_SRC / 8.0f;
srcCoord.y = atan(dstCoordPol.y) * RAD_TO_SRC;
if (isBottomFace) {
srcCoord.y -= srcCoord.y;
}
srcPixel.x = floor(srcCoord.x * srcFaceHeight + srcXOffset);
srcPixel.y = floor(srcCoord.y * srcFaceWidth + srcYOffset);
if (srcPixel.x >= source.width() || srcPixel.y >= source.height()) {
data[x] = QRgb(0);
} else {
data[x] = source.pixel(QPoint(srcPixel.x, srcPixel.y));
}
switch (_face) {
case gpu::Texture::CubeFace::CUBE_FACE_BACK_POS_Z:
return glm::normalize(glm::vec3(-nuv.x, nuv.y, 1.0));
case gpu::Texture::CubeFace::CUBE_FACE_FRONT_NEG_Z:
return glm::normalize(glm::vec3(nuv.x, nuv.y, -1.0));
case gpu::Texture::CubeFace::CUBE_FACE_LEFT_NEG_X:
return glm::normalize(glm::vec3(1.0, nuv.y, nuv.x));
case gpu::Texture::CubeFace::CUBE_FACE_RIGHT_POS_X:
return glm::normalize(glm::vec3(-1.0, nuv.y, -nuv.x));
case gpu::Texture::CubeFace::CUBE_FACE_BOTTOM_NEG_Y:
return glm::normalize(glm::vec3(-nuv.x, -1.0, nuv.y));
case gpu::Texture::CubeFace::CUBE_FACE_TOP_POS_Y:
default:
return glm::normalize(glm::vec3(-nuv.x, 1.0, -nuv.y));
}
}
} else {
const int SOURCE_FACE_X_OFFSET[] = {
2, // Right +X
0, // Left -X
0, // top not used
0, // bottom not used
3, // Back +Z
1 // Front -Z
};
};
CubeToXYZ cubeToXYZ(face);
int srcFaceHeight = source.height() / 2;
int srcYOffset = srcFaceHeight;
int srcFaceWidth = source.width() / 4;
int srcXOffset = SOURCE_FACE_X_OFFSET[face] * srcFaceWidth;
struct RectToXYZ {
RectToXYZ() {}
glm::vec2 dstCoord;
glm::vec2 srcCoord;
glm::ivec2 srcPixel;
for (int y = 0; y < image.height(); ++y) {
auto data = reinterpret_cast<QRgb*>(image.scanLine(y));
dstCoord.y = (y + 0.5) * dstInvSize.y;
glm::vec2 uvFrom(const glm::vec3& xyz) {
srcCoord.y = 0.5f + 0.5f * atan(-1.0 + 2.0 * dstCoord.y) * RAD_TO_SRC;
auto flatDir = glm::normalize(glm::vec2(xyz.x, xyz.z));
auto uvRad = glm::vec2( atan2(flatDir.x, flatDir.y), -asin(xyz.y));
srcPixel.y = floor(srcCoord.y * srcFaceHeight) + srcYOffset;
const float LON_TO_RECT_U = 1.0f / (glm::pi<float>());
const float LAT_TO_RECT_V = 2.0f / glm::pi<float>();
return glm::vec2(0.5f * uvRad.x * LON_TO_RECT_U + 0.5f, 0.5f * uvRad.y * LAT_TO_RECT_V + 0.5f);
}
};
RectToXYZ rectToXYZ;
for (int x = 0; x < image.width(); ++x) {
dstCoord.x = (x + 0.5) * dstInvSize.x;
srcCoord.x = 0.5f + 0.5f * atan(-1.0 + 2.0 * dstCoord.x) * RAD_TO_SRC;
int srcFaceHeight = source.height();
int srcFaceWidth = source.width();
srcPixel.x = floor(srcCoord.x * srcFaceWidth) + srcXOffset;
glm::vec2 dstCoord;
glm::ivec2 srcPixel;
for (int y = 0; y < faceWidth; ++y) {
dstCoord.y = (y + 0.5) * dstInvSize.y;
if (srcPixel.x >= source.width() || srcPixel.y >= source.height()) {
data[x] = 0xff000011;
} else {
data[x] = 0xff000000 | source.pixel(QPoint(srcPixel.x, srcPixel.y));
}
for (int x = 0; x < faceWidth; ++x) {
dstCoord.x = (x + 0.5) * dstInvSize.x;
auto xyzDir = cubeToXYZ.xyzFrom(dstCoord);
auto srcCoord = rectToXYZ.uvFrom(xyzDir);
srcPixel.x = floor(srcCoord.x * srcFaceWidth);
srcPixel.y = floor(srcCoord.y * srcFaceHeight);
if (((uint32)srcPixel.x >= (uint32)source.width()) || ((uint32) srcPixel.y >= (uint32) source.height()) ) {
//image.setPixel(x, y, 0xff000011);
} else {
image.setPixel(x, y, 0xff000000 | source.pixel(QPoint(srcPixel.x, srcPixel.y)));
// Keep for debug, this is showing the dir as a color
// glm::u8vec4 rgba((xyzDir.x + 1.0)*0.5 * 256, (xyzDir.y + 1.0)*0.5 * 256, (xyzDir.z + 1.0)*0.5 * 256, 256);
// unsigned int val = 0xff000000 | (rgba.r) | (rgba.g << 8) | (rgba.b << 16);
// image.setPixel(x, y, val);
}
}
}
return image;
}
};
@ -724,7 +704,8 @@ gpu::Texture* TextureUsage::processCubeTextureColorFromImage(const QImage& srcIm
} else if (layout._type == CubeLayout::EQUIRECTANGULAR) {
int faceWidth = image.width() / 4;
for (int face = gpu::Texture::CUBE_FACE_RIGHT_POS_X; face < gpu::Texture::NUM_CUBE_FACES; face++) {
faces.push_back(CubeLayout::extractEquirectangularFace(image, (gpu::Texture::CubeFace) face, faceWidth));
QImage faceImage = CubeLayout::extractEquirectangularFace(image, (gpu::Texture::CubeFace) face, faceWidth);
faces.push_back(faceImage);
}
}