Fixing comments, code style and constnats

This commit is contained in:
samcake 2016-04-25 18:15:52 -07:00
parent 0e13b1623b
commit e8691c2f20

View file

@ -475,30 +475,29 @@ 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>();
glm::vec2 dstInvSize(1.0f / (float)image.width(), 1.0f / (float)image.height());
struct CubeToXYZ {
gpu::Texture::CubeFace _face;
CubeToXYZ(gpu::Texture::CubeFace face) : _face(face) {}
glm::vec3 xyzFrom(const glm::vec2& uv) {
auto nuv = glm::vec2(-1.0 + 2.0f * uv.x, 1.0 - 2.0f * uv.y);
auto faceDir = glm::normalize(glm::vec3(-1.0f + 2.0f * uv.x, -1.0f + 2.0f * uv.y, 1.0f));
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));
case gpu::Texture::CubeFace::CUBE_FACE_BACK_POS_Z:
return glm::vec3(-faceDir.x, faceDir.y, faceDir.z);
case gpu::Texture::CubeFace::CUBE_FACE_FRONT_NEG_Z:
return glm::vec3(faceDir.x, faceDir.y, -faceDir.z);
case gpu::Texture::CubeFace::CUBE_FACE_LEFT_NEG_X:
return glm::vec3(faceDir.z, faceDir.y, faceDir.x);
case gpu::Texture::CubeFace::CUBE_FACE_RIGHT_POS_X:
return glm::vec3(-faceDir.z, faceDir.y, -faceDir.x);
case gpu::Texture::CubeFace::CUBE_FACE_BOTTOM_NEG_Y:
return glm::vec3(-faceDir.x, -faceDir.z, faceDir.y);
case gpu::Texture::CubeFace::CUBE_FACE_TOP_POS_Y:
default:
return glm::vec3(-faceDir.x, faceDir.z, -faceDir.y);
}
}
};
@ -511,6 +510,7 @@ public:
auto flatDir = glm::normalize(glm::vec2(xyz.x, xyz.z));
auto uvRad = glm::vec2( atan2(flatDir.x, flatDir.y), -asin(xyz.y));
// Flip the vertical axis to QImage going top to bottom
const float LON_TO_RECT_U = 1.0f / (glm::pi<float>());
const float LAT_TO_RECT_V = 2.0f / glm::pi<float>();
@ -519,17 +519,15 @@ public:
};
RectToXYZ rectToXYZ;
int srcFaceHeight = source.height();
int srcFaceHeight = source.height();
int srcFaceWidth = source.width();
glm::vec2 dstCoord;
glm::ivec2 srcPixel;
for (int y = 0; y < faceWidth; ++y) {
dstCoord.y = (y + 0.5) * dstInvSize.y;
dstCoord.y = 1.0 - (y + 0.5f) * dstInvSize.y; // Fill cube face images from top to bottom
for (int x = 0; x < faceWidth; ++x) {
dstCoord.x = (x + 0.5) * dstInvSize.x;
dstCoord.x = (x + 0.5f) * dstInvSize.x;
auto xyzDir = cubeToXYZ.xyzFrom(dstCoord);
auto srcCoord = rectToXYZ.uvFrom(xyzDir);
@ -537,10 +535,8 @@ public:
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)));
if (((uint32) srcPixel.x < (uint32) source.width()) && ((uint32) srcPixel.y < (uint32) source.height())) {
image.setPixel(x, y, 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);
@ -702,12 +698,14 @@ gpu::Texture* TextureUsage::processCubeTextureColorFromImage(const QImage& srcIm
faces.push_back(image.copy(QRect(layout._faceZPos._x * faceWidth, layout._faceZPos._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZPos._horizontalMirror, layout._faceZPos._verticalMirror));
faces.push_back(image.copy(QRect(layout._faceZNeg._x * faceWidth, layout._faceZNeg._y * faceWidth, faceWidth, faceWidth)).mirrored(layout._faceZNeg._horizontalMirror, layout._faceZNeg._verticalMirror));
} else if (layout._type == CubeLayout::EQUIRECTANGULAR) {
int faceWidth = image.width() / 4;
// THe face width is estimated from the input image
const int EQUIRECT_FACE_RATIO_TO_WIDTH = 4;
const int EQUIRECT_MAX_FACE_WIDTH = 2048;
int faceWidth = std::min(image.width() / EQUIRECT_FACE_RATIO_TO_WIDTH, EQUIRECT_MAX_FACE_WIDTH);
for (int face = gpu::Texture::CUBE_FACE_RIGHT_POS_X; face < gpu::Texture::NUM_CUBE_FACES; face++) {
QImage faceImage = CubeLayout::extractEquirectangularFace(image, (gpu::Texture::CubeFace) face, faceWidth);
faces.push_back(faceImage);
}
}
} else {
qCDebug(modelLog) << "Failed to find a known cube map layout from this image:" << QString(srcImageName.c_str());