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Merge pull request #7761 from samcake/lemon
Add support for equi-rectangular skymaps (2 by 1)
This commit is contained in:
commit
19416fe722
1 changed files with 124 additions and 8 deletions
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@ -413,9 +413,15 @@ gpu::Texture* TextureUsage::createMetallicTextureFromImage(const QImage& srcImag
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class CubeLayout {
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public:
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enum SourceProjection {
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FLAT = 0,
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EQUIRECTANGULAR,
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};
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int _type = FLAT;
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int _widthRatio = 1;
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int _heightRatio = 1;
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class Face {
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public:
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int _x = 0;
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@ -435,6 +441,7 @@ public:
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Face _faceZNeg;
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CubeLayout(int wr, int hr, Face fXP, Face fXN, Face fYP, Face fYN, Face fZP, Face fZN) :
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_type(FLAT),
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_widthRatio(wr),
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_heightRatio(hr),
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_faceXPos(fXP),
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@ -444,6 +451,11 @@ public:
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_faceZPos(fZP),
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_faceZNeg(fZN) {}
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CubeLayout(int wr, int hr) :
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_type(EQUIRECTANGULAR),
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_widthRatio(wr),
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_heightRatio(hr) {}
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static const CubeLayout CUBEMAP_LAYOUTS[];
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static const int NUM_CUBEMAP_LAYOUTS;
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@ -459,9 +471,102 @@ public:
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}
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return foundLayout;
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}
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static QImage extractEquirectangularFace(const QImage& source, gpu::Texture::CubeFace face, int faceWidth) {
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QImage image(faceWidth, faceWidth, source.format());
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glm::vec2 dstInvSize(1.0f / (float)image.width(), 1.0f / (float)image.height());
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struct CubeToXYZ {
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gpu::Texture::CubeFace _face;
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CubeToXYZ(gpu::Texture::CubeFace face) : _face(face) {}
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glm::vec3 xyzFrom(const glm::vec2& uv) {
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auto faceDir = glm::normalize(glm::vec3(-1.0f + 2.0f * uv.x, -1.0f + 2.0f * uv.y, 1.0f));
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switch (_face) {
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case gpu::Texture::CubeFace::CUBE_FACE_BACK_POS_Z:
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return glm::vec3(-faceDir.x, faceDir.y, faceDir.z);
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case gpu::Texture::CubeFace::CUBE_FACE_FRONT_NEG_Z:
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return glm::vec3(faceDir.x, faceDir.y, -faceDir.z);
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case gpu::Texture::CubeFace::CUBE_FACE_LEFT_NEG_X:
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return glm::vec3(faceDir.z, faceDir.y, faceDir.x);
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case gpu::Texture::CubeFace::CUBE_FACE_RIGHT_POS_X:
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return glm::vec3(-faceDir.z, faceDir.y, -faceDir.x);
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case gpu::Texture::CubeFace::CUBE_FACE_BOTTOM_NEG_Y:
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return glm::vec3(-faceDir.x, -faceDir.z, faceDir.y);
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case gpu::Texture::CubeFace::CUBE_FACE_TOP_POS_Y:
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default:
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return glm::vec3(-faceDir.x, faceDir.z, -faceDir.y);
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}
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}
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};
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CubeToXYZ cubeToXYZ(face);
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struct RectToXYZ {
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RectToXYZ() {}
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glm::vec2 uvFrom(const glm::vec3& xyz) {
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auto flatDir = glm::normalize(glm::vec2(xyz.x, xyz.z));
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auto uvRad = glm::vec2(atan2(flatDir.x, flatDir.y), asin(xyz.y));
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const float LON_TO_RECT_U = 1.0f / (glm::pi<float>());
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const float LAT_TO_RECT_V = 2.0f / glm::pi<float>();
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return glm::vec2(0.5f * uvRad.x * LON_TO_RECT_U + 0.5f, 0.5f * uvRad.y * LAT_TO_RECT_V + 0.5f);
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}
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};
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RectToXYZ rectToXYZ;
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int srcFaceHeight = source.height();
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int srcFaceWidth = source.width();
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glm::vec2 dstCoord;
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glm::ivec2 srcPixel;
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for (int y = 0; y < faceWidth; ++y) {
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dstCoord.y = 1.0f - (y + 0.5f) * dstInvSize.y; // Fill cube face images from top to bottom
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for (int x = 0; x < faceWidth; ++x) {
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dstCoord.x = (x + 0.5f) * dstInvSize.x;
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auto xyzDir = cubeToXYZ.xyzFrom(dstCoord);
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auto srcCoord = rectToXYZ.uvFrom(xyzDir);
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srcPixel.x = floor(srcCoord.x * srcFaceWidth);
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// Flip the vertical axis to QImage going top to bottom
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srcPixel.y = floor((1.0f - srcCoord.y) * srcFaceHeight);
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if (((uint32) srcPixel.x < (uint32) source.width()) && ((uint32) srcPixel.y < (uint32) source.height())) {
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image.setPixel(x, y, source.pixel(QPoint(srcPixel.x, srcPixel.y)));
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// Keep for debug, this is showing the dir as a color
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// 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);
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// unsigned int val = 0xff000000 | (rgba.r) | (rgba.g << 8) | (rgba.b << 16);
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// image.setPixel(x, y, val);
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}
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}
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}
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return image;
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}
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};
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const CubeLayout CubeLayout::CUBEMAP_LAYOUTS[] = {
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// Here is the expected layout for the faces in an image with the 2/1 aspect ratio:
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// THis is detected as an Equirectangular projection
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// WIDTH
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// <--------------------------->
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// ^ +------+------+------+------+
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// H | | | | |
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// E | | | | |
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// I | | | | |
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// G +------+------+------+------+
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// H | | | | |
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// T | | | | |
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// | | | | | |
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// v +------+------+------+------+
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//
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// FaceWidth = width = height / 6
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{ 2, 1 },
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// Here is the expected layout for the faces in an image with the 1/6 aspect ratio:
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//
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// WIDTH
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@ -582,14 +687,25 @@ gpu::Texture* TextureUsage::processCubeTextureColorFromImage(const QImage& srcIm
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// If found, go extract the faces as separate images
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if (foundLayout >= 0) {
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auto& layout = CubeLayout::CUBEMAP_LAYOUTS[foundLayout];
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int faceWidth = image.width() / layout._widthRatio;
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if (layout._type == CubeLayout::FLAT) {
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int faceWidth = image.width() / layout._widthRatio;
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faces.push_back(image.copy(QRect(layout._faceXPos._x * faceWidth, layout._faceXPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXPos._horizontalMirror, layout._faceXPos._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceXNeg._x * faceWidth, layout._faceXNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXNeg._horizontalMirror, layout._faceXNeg._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceYPos._x * faceWidth, layout._faceYPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYPos._horizontalMirror, layout._faceYPos._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceYNeg._x * faceWidth, layout._faceYNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYNeg._horizontalMirror, layout._faceYNeg._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceXPos._x * faceWidth, layout._faceXPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXPos._horizontalMirror, layout._faceXPos._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceXNeg._x * faceWidth, layout._faceXNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceXNeg._horizontalMirror, layout._faceXNeg._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceYPos._x * faceWidth, layout._faceYPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYPos._horizontalMirror, layout._faceYPos._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceYNeg._x * faceWidth, layout._faceYNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceYNeg._horizontalMirror, layout._faceYNeg._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
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faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
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} else if (layout._type == CubeLayout::EQUIRECTANGULAR) {
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// THe face width is estimated from the input image
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const int EQUIRECT_FACE_RATIO_TO_WIDTH = 4;
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const int EQUIRECT_MAX_FACE_WIDTH = 2048;
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int faceWidth = std::min(image.width() / EQUIRECT_FACE_RATIO_TO_WIDTH, EQUIRECT_MAX_FACE_WIDTH);
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for (int face = gpu::Texture::CUBE_FACE_RIGHT_POS_X; face < gpu::Texture::NUM_CUBE_FACES; face++) {
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QImage faceImage = CubeLayout::extractEquirectangularFace(image, (gpu::Texture::CubeFace) face, faceWidth);
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faces.push_back(faceImage);
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}
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}
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} else {
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qCDebug(modelLog) << "Failed to find a known cube map layout from this image:" << QString(srcImageName.c_str());
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return nullptr;
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