#include "iwa_floorbumpfx.h"
#include "tparamuiconcept.h"
#include "iwa_fresnel.h"
#include <QMatrix>
namespace {
inline double cross(const QPointF a, const QPointF b) {
return a.x() * b.y() - a.y() * b.x();
};
inline float lerp(const float v1, const float v2, const float r) {
return v1 * (1.0f - r) + v2 * r;
};
inline QPointF lerpUV(const QPointF p1, const QPointF p2, const float r) {
return p1 * (1.0 - r) + p2 * r;
};
float4 lerp4(const float4 v1, const float4 v2, const float r) {
return float4{v1.x * (1.0f - r) + v2.x * r, v1.y * (1.0f - r) + v2.y * r,
v1.z * (1.0f - r) + v2.z * r, v1.w * (1.0f - r) + v2.w * r};
};
inline QVector3D lerpPos(const QVector3D v1, const QVector3D v2,
const float r) {
return (v1 * (1.0 - r) + v2 * r);
};
inline QVector3D lerpNormal(const QVector3D v1, const QVector3D v2,
const float r) {
return lerpPos(v1, v2, r).normalized();
};
inline float fresnelFactor(const float radian) {
float degree = radian / M_PI_180;
if (degree < 0.0f)
return fresnel[0];
else if (degree >= 90.0f)
return fresnel[90];
int id = int(std::floor(degree));
float ratio = degree - float(id);
return lerp(fresnel[id], fresnel[id + 1], ratio);
};
inline bool isTextureUsed(int renderMode) {
return renderMode == Iwa_FloorBumpFx::TextureMode // Texture
|| renderMode == Iwa_FloorBumpFx::RefractionMode // Refraction
|| renderMode == Iwa_FloorBumpFx::ReflectionMode; // Reflection
}
// pixel height projected on the projection plane
inline double getVPos(const QPointF &zyPos,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
QPointF a1 = QPointF(0, vars.P_y) - zyPos;
QPointF a2 = vars.A - vars.B;
QPointF b1 = vars.A - zyPos;
QPointF b2 = vars.B - zyPos;
double s1 = cross(b2, a1) / 2.0;
double s2 = cross(a1, b1) / 2.0;
double ratio = s1 / (s1 + s2);
return vars.H * ratio;
};
inline float4 getSourcePix(QPointF p, float4 *source_host,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
auto source = [&](QPoint p) {
return source_host[p.y() * vars.sourceDim.lx + p.x()];
};
QPointF uv = (p + QPointF(vars.margin, vars.margin)) * vars.precision;
int inc_x = 1, inc_y = 1;
if (uv.x() < 0.0)
uv.setX(0.0);
else if (uv.x() >= vars.sourceDim.lx - 1) {
uv.setX(vars.sourceDim.lx - 1);
inc_x = 0;
}
if (uv.y() < 0.0)
uv.setY(0.0);
else if (uv.y() >= vars.sourceDim.ly - 1) {
uv.setY(vars.sourceDim.ly - 1);
inc_y = 0;
}
QPoint p00(int(std::floor(uv.x())), int(std::floor(uv.y())));
QPointF frac = uv - QPointF(p00);
if (frac.isNull()) return source(p00);
QPoint p01 = p00 + QPoint(inc_x, 0);
QPoint p10 = p00 + QPoint(0, inc_y);
QPoint p11 = p00 + QPoint(inc_x, inc_y);
return lerp4(lerp4(source(p00), source(p01), frac.x()),
lerp4(source(p10), source(p11), frac.x()), frac.y());
};
inline float getMapValue(QPointF p, float *map_host,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
auto map = [&](QPoint p) { return map_host[p.y() * vars.refDim.lx + p.x()]; };
QPointF uv = p + QPointF(vars.margin, vars.margin);
int inc_x = 1, inc_y = 1;
if (uv.x() < 0.0)
uv.setX(0.0);
else if (uv.x() >= vars.refDim.lx - 1) {
uv.setX(vars.refDim.lx - 1);
inc_x = 0;
}
if (uv.y() < 0.0)
uv.setY(0.0);
else if (uv.y() >= vars.refDim.ly - 1) {
uv.setY(vars.refDim.ly - 1);
inc_y = 0;
}
QPoint p00(int(std::floor(uv.x())), int(std::floor(uv.y())));
QPointF frac = uv - QPointF(p00);
if (frac.isNull()) return map(p00);
QPoint p01 = p00 + QPoint(inc_x, 0);
QPoint p10 = p00 + QPoint(0, inc_y);
QPoint p11 = p00 + QPoint(inc_x, inc_y);
return lerp(lerp(map(p00), map(p01), frac.x()),
lerp(map(p10), map(p11), frac.x()), frac.y());
};
// compute horizontal position of the projected point on the projection
// plane
inline double getXPos(QVector3D pos,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
double angle_Q = vars.angle_el - atan((vars.P_y - pos.y()) / pos.z());
double dist =
vars.d_PT * cos(vars.angle_el - angle_Q) / (cos(angle_Q) * pos.z());
return pos.x() * dist + double(vars.resultDim.lx) * 0.5;
};
inline float4 getTextureOffsetColor(double preTexOff, double texOff,
float ratio) {
float val = lerp(preTexOff, texOff, ratio);
return float4{val, val, val, 1.0};
};
inline float4 getDiffuseColor(QVector3D n,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
float val = QVector3D::dotProduct(n, vars.sunVec);
if (val < 0.0) val = 0.0;
return float4{val, val, val, 1.0};
};
inline float4 getDiffuseDifferenceColor(
QVector3D n, QVector3D base_n, const Iwa_FloorBumpFx::FloorBumpVars &vars) {
float val = QVector3D::dotProduct(n, vars.sunVec);
float base_val = QVector3D::dotProduct(base_n, vars.sunVec);
val = (val - base_val) * 0.5 + 0.5;
if (val < 0.0)
val = 0.0;
else if (val > 1.0)
val = 1.0;
return float4{val, val, val, 1.0};
};
inline float4 getSpecularColor(QVector3D n, QVector3D pos,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
QVector3D halfVector =
((vars.eyePos - pos).normalized() + vars.sunVec).normalized();
float val = QVector3D::dotProduct(n, halfVector);
if (val < 0.0) val = 0.0;
val = std::pow(val, 50.0);
return float4{val, val, val, 1.0};
};
inline float4 getSpecularDifferenceColor(
QVector3D n, QVector3D base_n, QVector3D pos, QVector3D base_pos,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
QVector3D halfVector =
((vars.eyePos - pos).normalized() + vars.sunVec).normalized();
float ang = std::acos(QVector3D::dotProduct(n, halfVector));
halfVector =
((vars.eyePos - base_pos).normalized() + vars.sunVec).normalized();
float base_ang = std::acos(QVector3D::dotProduct(base_n, halfVector));
float val = std::abs(ang - base_ang) / M_PI_2;
if (val > 1.0) val = 1.0;
return float4{val, val, val, 1.0};
};
inline float4 getFresnelColor(QVector3D n, QVector3D pos,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
float angle =
acos(QVector3D::dotProduct(n, (vars.eyePos - pos).normalized()));
float val = (fresnelFactor(angle) - vars.base_fresnel_ref) /
(1.0f - vars.base_fresnel_ref);
if (val < 0.0) val = 0.0;
return float4{val, val, val, 1.0};
};
inline float4 getFresnelDifferenceColor(
QVector3D n, QVector3D base_n, QVector3D pos,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
float val =
getFresnelColor(n, pos, vars).x - getFresnelColor(base_n, pos, vars).x;
if (val < 0.0) val = 0.0;
return float4{val, val, val, 1.0};
};
// currently the texture is assumed as an image of the bottom WITHOUT WATER.
// would it be nice to have a mode to handle the texture as
// an image of the bottom refracted on the surface WITHOUT WAVES?
inline float4 getRefractionColor(QVector3D n, QVector3D pos,
float4 *source_host,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
QVector3D eyeVec = (vars.eyePos - pos).normalized();
// incident angle
float n_eye = QVector3D::dotProduct(n, eyeVec);
double angle_inci = acos(n_eye);
// refraction angle
double angle_refr = asin(sin(angle_inci) / vars.r_index);
QVector3D refrRay =
sin(angle_refr) * (n_eye * n - eyeVec).normalized() - cos(angle_refr) * n;
double travelLength = -(vars.depth + pos.y()) / refrRay.y();
QVector3D bottomPos = pos + refrRay * travelLength;
return getSourcePix(
QPointF(getXPos(bottomPos, vars),
getVPos(QPointF(bottomPos.z(), bottomPos.y()), vars)),
source_host, vars);
};
inline float4 getReflectionColor(QVector3D n, QVector3D pos,
float4 *source_host,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
// draw nothing behind the reflected object
if (vars.distance > 0.0 && pos.z() >= vars.distance)
return float4{0.0, 0.0, 0.0, 0.0};
QVector3D eyeVec = (vars.eyePos - pos).normalized();
QVector3D refVec = -eyeVec + 2.0 * QVector3D::dotProduct(eyeVec, n) * n;
if (refVec.z() <= 0.0) return float4{0.0, 0.0, 0.0, 0.0};
// if the object is at infinite length, compute the reflected UV by
// using only the angles of reflection vector
if (vars.distance < 0.0) {
double angle_ref_azim = asin(refVec.x());
double angle_ref_elev = asin(refVec.y());
double ref_v =
vars.d_PT * tan(vars.angle_el - angle_ref_elev) + vars.H / 2.0;
double ref_u =
vars.d_PT * tan(angle_ref_azim) / cos(vars.angle_el - angle_ref_elev) +
vars.W / 2.0;
return getSourcePix(QPointF(ref_u, ref_v), source_host, vars);
}
// compute the reflected UV
double length = (vars.distance - pos.z()) / refVec.z();
QVector3D boardPos = pos + length * refVec;
// invert Y coordinate since the texture image is already vertically
// "reflected"
boardPos.setY(-boardPos.y());
return getSourcePix(
QPointF(getXPos(boardPos, vars),
getVPos(QPointF(boardPos.z(), boardPos.y()), vars)),
source_host, vars);
};
inline float4 getColor(QVector3D pre_n, QVector3D cur_n, QVector3D pre_p,
QVector3D cur_p, float ratio, float4 *source_host,
const Iwa_FloorBumpFx::FloorBumpVars &vars,
QVector3D pre_base_n = QVector3D(0, 1, 0),
QVector3D cur_base_n = QVector3D(0, 1, 0),
QVector3D pre_base_pos = QVector3D(),
QVector3D cur_base_pos = QVector3D()) {
if (vars.renderMode == Iwa_FloorBumpFx::DiffuseMode) {
if (vars.differenceMode)
return getDiffuseDifferenceColor(
lerpNormal(pre_n, cur_n, ratio),
lerpNormal(pre_base_n, cur_base_n, ratio), vars);
else
return getDiffuseColor(lerpNormal(pre_n, cur_n, ratio), vars);
} else if (vars.renderMode == Iwa_FloorBumpFx::SpecularMode) {
if (vars.differenceMode)
return getSpecularDifferenceColor(
lerpNormal(pre_n, cur_n, ratio),
lerpNormal(pre_base_n, cur_base_n, ratio),
lerpPos(pre_p, cur_p, ratio),
lerpPos(pre_base_pos, cur_base_pos, ratio), vars);
else
return getSpecularColor(lerpNormal(pre_n, cur_n, ratio),
lerpPos(pre_p, cur_p, ratio), vars);
} else if (vars.renderMode == Iwa_FloorBumpFx::FresnelMode) {
if (vars.differenceMode)
return getFresnelDifferenceColor(
lerpNormal(pre_n, cur_n, ratio),
lerpNormal(pre_base_n, cur_base_n, ratio),
lerpPos(pre_p, cur_p, ratio), vars);
else
return getFresnelColor(lerpNormal(pre_n, cur_n, ratio),
lerpPos(pre_p, cur_p, ratio), vars);
} else if (vars.renderMode == Iwa_FloorBumpFx::RefractionMode)
return getRefractionColor(lerpNormal(pre_n, cur_n, ratio),
lerpPos(pre_p, cur_p, ratio), source_host, vars);
else if (vars.renderMode == Iwa_FloorBumpFx::ReflectionMode)
return getReflectionColor(lerpNormal(pre_n, cur_n, ratio),
lerpPos(pre_p, cur_p, ratio), source_host, vars);
return float4();
};
QList<QPointF> getSubPointsList(int subAmount,
const Iwa_FloorBumpFx::FloorBumpVars &vars) {
QList<QPointF> ret;
if (!areAlmostEqual(vars.textureOffsetAmount, 0.0)) {
for (int su = -subAmount; su <= subAmount; su++) {
double sub_u = float(su) / float(subAmount);
for (int sv = -subAmount; sv <= subAmount; sv++) {
double sub_v = float(sv) / float(subAmount);
// 円の外ならcontinue
if (sub_u * sub_u + sub_v * sub_v > 1.0) continue;
if (su == 0 && sv == 0) continue;
ret.append(QPointF(vars.spread * sub_u, vars.spread * sub_v));
}
}
}
return ret;
}
} // namespace
//------------------------------------
Iwa_FloorBumpFx::Iwa_FloorBumpFx()
: m_renderMode(new TIntEnumParam(TextureMode, "Texture"))
, m_eyeLevel(0.0)
, m_drawLevel(-50.0)
, m_fov(30)
, m_cameraAltitude(0.0)
, m_waveHeight(10.0)
, m_differenceMode(false)
, m_textureOffsetAmount(0.0)
, m_textureOffsetSpread(10.0)
, m_sourcePrecision(300.0 / 162.5)
, m_souceMargin(0.0)
, m_displacement(0.0)
, m_lightAzimuth(-135.0)
, m_lightElevation(30.0) // default angle_elev will shade horizontal plane
// 50% gray (cos(60)=0.5)
, m_depth(30.0)
, m_refractiveIndex(1.33333)
, m_distanceLevel(-100.0) {
addInputPort("Height", m_heightRef);
addInputPort("Texture", m_texture);
addInputPort("Displacement", m_dispRef);
bindParam(this, "renderMode", m_renderMode);
bindParam(this, "fov", m_fov);
bindParam(this, "cameraAltitude", m_cameraAltitude);
bindParam(this, "eyeLevel", m_eyeLevel);
bindParam(this, "drawLevel", m_drawLevel);
bindParam(this, "waveHeight", m_waveHeight);
bindParam(this, "differenceMode", m_differenceMode);
bindParam(this, "textureOffsetAmount", m_textureOffsetAmount);
bindParam(this, "textureOffsetSpread", m_textureOffsetSpread);
bindParam(this, "sourcePrecision", m_sourcePrecision);
bindParam(this, "souceMargin", m_souceMargin);
bindParam(this, "displacement", m_displacement);
bindParam(this, "lightAzimuth", m_lightAzimuth);
bindParam(this, "lightElevation", m_lightElevation);
bindParam(this, "depth", m_depth);
bindParam(this, "refractiveIndex", m_refractiveIndex);
bindParam(this, "distanceLevel", m_distanceLevel);
m_renderMode->addItem(DiffuseMode, "Diffuse");
m_renderMode->addItem(SpecularMode, "Specular");
m_renderMode->addItem(FresnelMode, "Fresnel reflectivity");
m_renderMode->addItem(RefractionMode, "Refraction");
m_renderMode->addItem(ReflectionMode, "Reflection");
m_fov->setValueRange(10, 90);
m_cameraAltitude->setMeasureName("fxLength");
m_cameraAltitude->setValueRange(0.0, 300.0);
m_eyeLevel->setMeasureName("fxLength");
m_drawLevel->setMeasureName("fxLength");
m_waveHeight->setMeasureName("fxLength");
m_waveHeight->setValueRange(-1000.0, 1000.0);
m_textureOffsetAmount->setMeasureName("fxLength");
m_textureOffsetAmount->setValueRange(-2000.0, 2000.0);
m_textureOffsetSpread->setMeasureName("fxLength");
m_textureOffsetSpread->setValueRange(1.0, 300.0);
m_sourcePrecision->setValueRange(1.0, 2.0);
m_souceMargin->setMeasureName("fxLength");
m_souceMargin->setValueRange(0.0, 100.0);
m_displacement->setMeasureName("fxLength");
m_displacement->setValueRange(-50.0, 50.0);
m_lightAzimuth->setValueRange(-360.0, 360.0);
m_lightElevation->setValueRange(0.0, 90.0);
m_depth->setMeasureName("fxLength");
m_depth->setValueRange(0.0, 1000.0);
m_refractiveIndex->setValueRange(1.0, 3.0);
m_distanceLevel->setMeasureName("fxLength");
}
//------------------------------------
bool Iwa_FloorBumpFx::doGetBBox(double frame, TRectD &bBox,
const TRenderSettings &info) {
if (m_heightRef.isConnected()) {
bool ret = m_heightRef->doGetBBox(frame, bBox, info);
if (ret) bBox = TConsts::infiniteRectD;
return ret;
}
return false;
}
//------------------------------------
bool Iwa_FloorBumpFx::canHandle(const TRenderSettings &info, double frame) {
return false;
}
//------------------------------------------------------------
// convert output values (in float4) to channel value
//------------------------------------------------------------
template <typename RASTER, typename PIXEL>
void Iwa_FloorBumpFx::setOutputRaster(float4 *srcMem, const RASTER dstRas,
TDimensionI dim, int drawLevel) {
typename PIXEL::Channel halfChan =
(typename PIXEL::Channel)(PIXEL::maxChannelValue / 2);
dstRas->fill(PIXEL::Transparent);
for (int j = 0; j < drawLevel; j++) {
if (j >= dstRas->getLy()) break;
PIXEL *pix = dstRas->pixels(j);
float4 *chan_p = &srcMem[j];
for (int i = 0; i < dstRas->getLx(); i++, chan_p += drawLevel, pix++) {
float val;
val = (*chan_p).x * (float)PIXEL::maxChannelValue + 0.5f;
pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
? (float)PIXEL::maxChannelValue
: val);
val = (*chan_p).y * (float)PIXEL::maxChannelValue + 0.5f;
pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
? (float)PIXEL::maxChannelValue
: val);
val = (*chan_p).z * (float)PIXEL::maxChannelValue + 0.5f;
pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
? (float)PIXEL::maxChannelValue
: val);
val = (*chan_p).w * (float)PIXEL::maxChannelValue + 0.5f;
pix->m = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
? (float)PIXEL::maxChannelValue
: val);
}
}
}
//------------------------------------
inline void Iwa_FloorBumpFx::initVars(FloorBumpVars &vars, TTile &tile,
const TRenderSettings &settings,
double frame) {
TAffine aff = settings.m_affine;
double factor = sqrt(std::abs(settings.m_affine.det()));
double eyeLevel = m_eyeLevel->getValue(frame) * factor;
double refLevel = m_drawLevel->getValue(frame) * factor;
vars.waveHeight = m_waveHeight->getValue(frame) * factor;
vars.displacement = m_displacement->getValue(frame) * factor;
if (eyeLevel - 1.0 < refLevel) refLevel = eyeLevel - 1.0;
int drawHeight = std::max(refLevel, vars.waveHeight) - tile.m_pos.y;
vars.refHeight = int(refLevel - tile.m_pos.y);
// convert the pixel coordinate from the bottom-left of the camera box
eyeLevel = eyeLevel - (tile.m_pos.y + tile.getRaster()->getCenterD().y) +
settings.m_cameraBox.getLy() / 2.0;
refLevel = refLevel - (tile.m_pos.y + tile.getRaster()->getCenterD().y) +
settings.m_cameraBox.getLy() / 2.0;
TRectD rectOut(tile.m_pos, TDimensionD(tile.getRaster()->getLx(),
tile.getRaster()->getLy()));
vars.outDim = TDimensionI(rectOut.getLx(), rectOut.getLy());
vars.resultDim = TDimensionI(rectOut.getLx(),
std::min(drawHeight, tile.getRaster()->getLy()));
// get texture image
vars.margin = tceil(m_souceMargin->getValue(frame) * factor);
vars.precision = m_sourcePrecision->getValue(frame);
// add margins to all ends and multiply by precision value
vars.sourceDim = TDimensionI(
tceil(vars.precision * double(vars.resultDim.lx + vars.margin * 2)),
tceil(vars.precision * double(vars.resultDim.ly + vars.margin * 2)));
// only add margins for height image
vars.refDim = TDimensionI(vars.resultDim.lx + vars.margin * 2,
vars.refHeight + vars.margin * 2);
// collecting parameters
double angle_halfFov = m_fov->getValue(frame) * M_PI_180 / 2.0;
vars.textureOffsetAmount =
100.0 * m_textureOffsetAmount->getValue(frame) * factor * factor;
vars.spread = m_textureOffsetSpread->getValue(frame) * factor;
if (vars.spread < 1.0) vars.spread = 1.0;
vars.camAltitude = m_cameraAltitude->getValue(frame) * factor;
vars.differenceMode = m_differenceMode->getValue();
// making pixels in gray128 to be zero level height
// ( 128/255. IT'S NOT 0.5! )
vars.zeroLevel = double(128) / double(TPixel32::maxChannelValue);
vars.H = settings.m_cameraBox.getLy();
vars.W = settings.m_cameraBox.getLx();
double el = eyeLevel - vars.H / 2.0;
// angle between the optical axis and the horizontal axis
vars.angle_el =
std::atan(2.0 * el * tan(angle_halfFov) / double(vars.outDim.ly));
// distance between the Eye (P) and
// the center of bottom edge of the projection plane (B)
double d_PB = double(vars.outDim.ly) / (2.0 * sin(angle_halfFov));
// Y coordinate of the Eye position (P)
vars.P_y = vars.camAltitude + d_PB * sin((angle_halfFov) + vars.angle_el);
// distance from the Eye (P) to the center of the projection plane (T)
vars.d_PT = vars.H / (2.0 * tan(angle_halfFov));
QMatrix cam_tilt;
cam_tilt.rotate(-vars.angle_el / M_PI_180);
// Z-Y position of the center of top edge of the projection plane (A)
vars.A =
cam_tilt.map(QPointF(vars.d_PT, vars.H / 2.0)) + QPointF(0, vars.P_y);
// Z-Y position of the center of bottom edge of the projection plane (B)
vars.B =
cam_tilt.map(QPointF(vars.d_PT, -vars.H / 2.0)) + QPointF(0, vars.P_y);
vars.C_z = vars.P_y / tan(angle_halfFov + vars.angle_el);
vars.eyePos = QVector3D(0.0, vars.P_y, 0.0);
switch (vars.renderMode) {
// for shading modes ( diffuse & specular )
case DiffuseMode:
case SpecularMode: {
double angle_azim = m_lightAzimuth->getValue(frame) * M_PI_180;
double angle_elev = m_lightElevation->getValue(frame) * M_PI_180;
vars.sunVec = QVector3D(sin(angle_azim) * cos(angle_elev), sin(angle_elev),
cos(angle_azim) * cos(angle_elev));
break;
}
case FresnelMode: { // for fresnel mode
double angle_base = 0.5 * M_PI - (angle_halfFov + vars.angle_el);
vars.base_fresnel_ref = fresnelFactor(angle_base);
break;
}
case RefractionMode: {
// for refraction mode
vars.depth = m_depth->getValue(frame) * factor;
vars.r_index = m_refractiveIndex->getValue(frame);
break;
}
case ReflectionMode: {
// for reflection mode
double distanceLevel = m_distanceLevel->getValue(frame) * factor;
double angle_dl = atan(distanceLevel / vars.d_PT);
// Z-axis distance to the reflected object.
// distance = -1 means the object is at infinity
vars.distance = (angle_dl >= vars.angle_el)
? -1
: vars.P_y / tan(vars.angle_el - angle_dl);
break;
}
}
}
//------------------------------------
void Iwa_FloorBumpFx::doCompute_CPU(TTile &tile, const double frame,
const TRenderSettings &settings,
const FloorBumpVars &vars,
float4 *source_host, float *ref_host,
float4 *result_host) {
//-----------
// Texture Mode
if (vars.renderMode == TextureMode) {
// テクスチャの勾配を調べるサンプリング点
int subAmount = 10; // これ、パラメータ化するか…?
QList<QPointF> subPoints = getSubPointsList(subAmount, vars);
// render pixels in column-major order, from bottom to top
for (int i = 0; i < vars.resultDim.lx; i++) {
// cancel check
if (settings.m_isCanceled && *settings.m_isCanceled) return;
double maxVPos = 0.0; // maximum height of drawn pixels
double preVPos = 0.0; // height of the previous segment
QPointF preUV = QPointF(i, -vars.margin);
float4 *result_p = &result_host[i * vars.resultDim.ly];
float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1];
float preTextureOffset = 0.0;
bool backled = false;
double preGrad = 100.0;
// get height pixels from bottom to top
for (int j = -vars.margin; j < vars.refHeight; j++) {
// angle between the light axis and the line between (Q) and the eye (P)
// (Q) is a point on the projection plane at distance of j from (B)
double angle_Q =
std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT);
// (R) is an intersection between the XZ plane and the line P->Q
double R_z = vars.P_y / tan(vars.angle_el - angle_Q);
// compute (S), a point on the bumped surface in Y-axis direction from
// (R)
float refVal =
getMapValue(QPointF(double(i), double(j)), ref_host, vars);
QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0);
// height of (S) projected on the projection plane
double vPos = getVPos(S, vars);
// UV coordinate of the texture image
QPointF currentUV;
float currentTextureOffset = 0.0;
if (areAlmostEqual(vars.textureOffsetAmount, 0.0))
currentUV = QPointF(double(i), getVPos(QPointF(R_z, 0), vars));
else {
// length of (1,0,0) vector on the XZ plane, projected on the
// projection plane
double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y *
cos(angle_Q);
// approximate the gradient by difference of the heights of neighbor
// points
// compute gradient of the height image
QPointF offset;
for (const QPointF &subPoint : subPoints) {
// この地点のRefの値を取る
QPointF subRefPos(double(i) + dist * subPoint.x(),
getVPos(QPointF(R_z + subPoint.y(), 0), vars));
int sign_u = (subPoint.x() > 0) - (subPoint.x() < 0); // -1, 0, 1
int sign_v = (subPoint.y() > 0) - (subPoint.y() < 0); // -1, 0, 1
float subRefValue = getMapValue(subRefPos, ref_host, vars);
offset += subRefValue * QPointF(sign_u, sign_v);
}
offset *= 1.0 / float(subPoints.count() - subAmount); // サンプル数
offset *= vars.textureOffsetAmount /
(vars.spread * (0.5 + 0.5 / float(subAmount))); // 距離
currentUV = QPointF(double(i) + offset.x() * dist,
getVPos(QPointF(R_z + offset.y(), 0), vars));
if (vars.differenceMode)
currentTextureOffset =
std::sqrt(offset.x() * offset.x() + offset.y() * offset.y()) /
vars.textureOffsetAmount;
}
// continue if the current point is behind the forward bumps
if (vPos <= maxVPos) {
preVPos = vPos;
preUV = currentUV;
preTextureOffset = currentTextureOffset;
continue;
}
// putting colors on pixels
int currentY = int(std::floor(maxVPos));
float current_frac = maxVPos - float(currentY);
int toY = int(std::floor(vPos));
float to_frac = vPos - float(toY);
// if the entire current segment is in the same pixel,
// then add colors with percentage of the fraction part
if (currentY == toY) {
float ratio = to_frac - current_frac;
if (vars.differenceMode)
*result_p += getTextureOffsetColor(preTextureOffset,
currentTextureOffset, 0.5) *
ratio;
else
*result_p +=
getSourcePix(lerpUV(preUV, currentUV, 0.5), source_host, vars) *
ratio;
preVPos = vPos;
maxVPos = vPos;
preUV = currentUV;
preTextureOffset = currentTextureOffset;
continue;
}
// fill fraction part of the start pixel (currentY)
float k =
(maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / (vPos - preVPos);
float ratio = 1.0 - current_frac;
if (vars.differenceMode)
*result_p +=
getTextureOffsetColor(preTextureOffset, currentTextureOffset, k) *
ratio;
else
*result_p +=
getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) *
ratio;
if (result_p == end_p) break;
result_p++;
// fill pixels between currentY and toY
for (int y = currentY + 1; y < toY; y++) {
k = (float(y) + 0.5 - preVPos) / (vPos - preVPos);
if (vars.differenceMode)
*result_p += getTextureOffsetColor(preTextureOffset,
currentTextureOffset, k);
else
*result_p =
getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars);
if (result_p == end_p) break;
result_p++;
}
// fill fraction part of the end pixel (toY)
k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos);
if (vars.differenceMode)
*result_p +=
getTextureOffsetColor(preTextureOffset, currentTextureOffset, k) *
to_frac;
else
*result_p +=
getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) *
to_frac;
preVPos = vPos;
maxVPos = vPos;
preUV = currentUV;
preTextureOffset = currentTextureOffset;
}
}
}
// Other modes
// (Diffuse, Specular, Fresnel, Refraction, Reflection)
else {
// render pixels in column-major order, from bottom to top
for (int i = 0; i < vars.resultDim.lx; i++) {
// cancel check
if (settings.m_isCanceled && *settings.m_isCanceled) return;
double maxVPos = 0.0; // maximum height of drawn pixels
double preVPos = 0.0; // height of the previous segment
QVector3D preNormal(0, 1, 0);
QVector3D prePos(i, 0,
vars.C_z); // actually the x coordinate is not i at the
// initial position.., but no problem.
float4 *result_p = &result_host[i * vars.resultDim.ly];
float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1];
// get height pixels from bottom to top
for (int j = -vars.margin; j < vars.refHeight; j++) {
// angle between the light axis and the line between (Q) and the eye (P)
// (Q) is a point on the projection plane at distance of j from (B)
double angle_Q =
std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT);
// (R) is an intersection between the XZ plane and the line P->Q
double R_z = vars.P_y / tan(vars.angle_el - angle_Q);
// In reflection mode, do not draw surface behind the Distance Level
if (vars.renderMode == ReflectionMode && vars.distance > 0.0 &&
R_z >= vars.distance)
break;
// compute normal vector from cross-product of surface vectors
QVector3D currentNormal;
// length of (1,0,0) vector on the XZ plane, projected on the projection
// plane
double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y *
cos(angle_Q);
double xRefGrad =
getMapValue(QPointF(double(i) + dist, double(j)), ref_host, vars) -
getMapValue(QPointF(double(i) - dist, double(j)), ref_host, vars);
double zRefGrad =
getMapValue(QPointF(double(i), getVPos(QPointF(R_z + 1, 0), vars)),
ref_host, vars) -
getMapValue(QPointF(double(i), getVPos(QPointF(R_z - 1, 0), vars)),
ref_host, vars);
currentNormal.setX(-xRefGrad * vars.waveHeight * 2.0);
currentNormal.setY(4.0);
currentNormal.setZ(-zRefGrad * vars.waveHeight * 2.0);
currentNormal.normalize();
// compute (S), a point on the bumped surface in Y-axis direction from
// (R)
float refVal =
getMapValue(QPointF(double(i), double(j)), ref_host, vars);
QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0);
// height of (S) projected on the projection plane
double vPos = getVPos(S, vars);
QVector3D currentPos(double(i - vars.resultDim.lx / 2) / dist, S.y(),
S.x());
// continue if the current point is behind the forward bumps
if (vPos <= maxVPos) {
preVPos = vPos;
preNormal = currentNormal;
prePos = currentPos;
continue;
}
// putting colors on pixels
int currentY = int(std::floor(maxVPos));
float current_frac = maxVPos - float(currentY);
int toY = int(std::floor(vPos));
float to_frac = vPos - float(toY);
// if the entire current segment is in the same pixel,
// then add colors with percentage of the fraction part
if (currentY == toY) {
float ratio = to_frac - current_frac;
*result_p += getColor(preNormal, currentNormal, prePos, currentPos,
0.5, source_host, vars) *
ratio;
preVPos = vPos;
maxVPos = vPos;
preNormal = currentNormal;
prePos = currentPos;
continue;
}
// fill fraction part of the start pixel (currentY)
float k =
(maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / (vPos - preVPos);
float4 color = getColor(preNormal, currentNormal, prePos, currentPos, k,
source_host, vars);
float ratio = 1.0 - current_frac;
*result_p += color * ratio;
if (result_p == end_p) break;
result_p++;
// fill pixels between currentY and toY
for (int y = currentY + 1; y < toY; y++) {
k = (float(y) + 0.5 - preVPos) / (vPos - preVPos);
*result_p = getColor(preNormal, currentNormal, prePos, currentPos, k,
source_host, vars);
if (result_p == end_p) break;
result_p++;
}
// fill fraction part of the end pixel (toY)
k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos);
color = getColor(preNormal, currentNormal, prePos, currentPos, k,
source_host, vars);
*result_p += color * to_frac;
preVPos = vPos;
maxVPos = vPos;
preNormal = currentNormal;
prePos = currentPos;
}
}
}
}
//------------------------------------
void Iwa_FloorBumpFx::doCompute_with_Displacement(
TTile &tile, const double frame, const TRenderSettings &settings,
const FloorBumpVars &vars, float4 *source_host, float *ref_host,
float *disp_host, float4 *result_host) {
//----- Lambdas ------
// テクスチャの勾配を調べるサンプリング点
int subAmount = 10; // これ、パラメータ化するか…?
QList<QPointF> subPoints = getSubPointsList(subAmount, vars);
//-----------
// Texture Mode
if (vars.renderMode == TextureMode) {
// render pixels in column-major order, from bottom to top
for (int i = 0; i < vars.resultDim.lx; i++) {
// cancel check
if (settings.m_isCanceled && *settings.m_isCanceled) return;
double maxVPos = 0.0; // maximum height of drawn pixels
double preVPos = 0.0; // height of the previous segment
QPointF preUV = QPointF(i, -vars.margin);
float4 *result_p = &result_host[i * vars.resultDim.ly];
float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1];
float preTextureOffset = 0.0;
// get height pixels from bottom to top
for (int j = -vars.margin; j < vars.refHeight; j++) {
// angle between the light axis and the line between (Q) and the eye (P)
// (Q) is a point on the projection plane at distance of j from (B)
double angle_Q =
std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT);
// (R) is an intersection between the XZ plane and the line P->Q
double R_z = vars.P_y / tan(vars.angle_el - angle_Q);
// compute (S), a point on the bumped surface in Y-axis direction from
// (R)
float refVal =
getMapValue(QPointF(double(i), double(j)), ref_host, vars);
QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0);
// length of (1,0,0) vector on the XZ plane, projected on the
// projection plane
double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y *
cos(angle_Q);
// UV coordinate of the texture image
QVector3D uvOffset;
float currentTextureOffset = 0.0;
if (vars.textureOffsetAmount == 0.0) {
// currentUV = QPointF(double(i), getVPos(QPointF(R_z, 0)));
} else {
// approximate the gradient by difference of the heights of neighbor
// points
// compute gradient of the height image
QPointF offset;
for (const QPointF &subPoint : subPoints) {
// この地点のRefの値を取る
QPointF subRefPos(double(i) + dist * subPoint.x(),
getVPos(QPointF(R_z + subPoint.y(), 0), vars));
int sign_u = (subPoint.x() > 0) - (subPoint.x() < 0); // -1, 0, 1
int sign_v = (subPoint.y() > 0) - (subPoint.y() < 0); // -1, 0, 1
float subRefValue = getMapValue(subRefPos, ref_host, vars);
offset += subRefValue * QPointF(sign_u, sign_v);
}
offset *= 1.0 / float(subPoints.count() - subAmount); // サンプル数
offset *= vars.textureOffsetAmount /
(vars.spread * (0.5 + 0.5 / float(subAmount))); // 距離
uvOffset.setX(offset.x() * dist);
uvOffset.setZ(offset.y());
// currentUV = QPointF(double(i) + offset.x() * dist,
// getVPos(QPointF(R_z + offset.y(), 0)));
if (vars.differenceMode)
currentTextureOffset =
1000 *
std::sqrt(offset.x() * offset.x() + offset.y() * offset.y()) /
vars.textureOffsetAmount;
}
QPointF currentDispUV =
QPointF(double(i) + uvOffset.x(),
getVPos(QPointF(R_z + uvOffset.z(), 0), vars));
// この地点の変位の値を取得する
float dispValue = getMapValue(currentDispUV, disp_host, vars);
float dispHeight = dispValue * vars.displacement;
// この地点の法線を取得
QVector3D currentNormal;
double xRefGrad =
getMapValue(QPointF(double(i) + dist, double(j)), ref_host, vars) -
getMapValue(QPointF(double(i) - dist, double(j)), ref_host, vars);
double zRefGrad =
getMapValue(QPointF(double(i), getVPos(QPointF(R_z + 1, 0), vars)),
ref_host, vars) -
getMapValue(QPointF(double(i), getVPos(QPointF(R_z - 1, 0), vars)),
ref_host, vars);
currentNormal.setX(-xRefGrad * vars.waveHeight * 2.0);
currentNormal.setY(4.0);
currentNormal.setZ(-zRefGrad * vars.waveHeight * 2.0);
currentNormal.normalize();
// 変位後の表面座標 (M)
// ※法線のX成分は強引にY座標の変位に持ち込んで近似する
float dispXY = std::sqrt(currentNormal.x() * currentNormal.x() +
currentNormal.y() * currentNormal.y());
QPointF M = S + QPointF(currentNormal.z(), dispXY) * dispHeight;
// float dispXRatio = std::sqrt(currentNormal.x()*currentNormal.x() +
// currentNormal.y()*currentNormal.y()) / currentNormal.y(); QPointF M =
// S + QPointF(currentNormal.z(), currentNormal.y()* dispXRatio) *
// dispHeight;
// height of (M) projected on the projection plane
double vPos = getVPos(M, vars);
uvOffset.setY(dispHeight);
QPointF currentUV =
QPointF(double(i) + uvOffset.x(),
getVPos(QPointF(R_z + uvOffset.z(), uvOffset.y()), vars));
// 手前のDisplacementで隠されている部分かどうかの判定
bool isBehind = false;
if (preUV.y() > currentUV.y()) isBehind = true;
/*
if ((vars.displacement > 0.0 && dispValue < 1.0) ||
(vars.displacement < 0.0 && dispValue > 0.0)) {
QPointF dUV = (currentDispUV - currentUV) * 0.1;
QPointF tmpUV = currentUV + dUV;
float dHeight = dispHeight * 0.1;
float tmpHeight = dHeight;
for (int k = 1; k < 10; k++, tmpUV += dUV, tmpHeight += dHeight) {
if (getMapValue(tmpUV, disp_host, vars) * vars.displacement >
tmpHeight) {
isBehind = true;
break;
}
}
}*/
// continue if the current point is behind the forward bumps
if (vPos <= maxVPos) {
preVPos = vPos;
if (!isBehind) preUV = currentUV;
preTextureOffset = currentTextureOffset;
continue;
}
// putting colors on pixels
int currentY = int(std::floor(maxVPos));
float current_frac = maxVPos - float(currentY);
int toY = int(std::floor(vPos));
float to_frac = vPos - float(toY);
// if the entire current segment is in the same pixel,
// then add colors with percentage of the fraction part
if (currentY == toY) {
if (!isBehind) {
float ratio = to_frac - current_frac;
if (vars.differenceMode)
*result_p += getTextureOffsetColor(preTextureOffset,
currentTextureOffset, 0.5) *
ratio;
else
*result_p += getSourcePix(lerpUV(preUV, currentUV, 0.5),
source_host, vars) *
ratio;
preUV = currentUV;
}
preVPos = vPos;
maxVPos = vPos;
preTextureOffset = currentTextureOffset;
continue;
}
// fill fraction part of the start pixel (currentY)
if (!isBehind) {
float k = (maxVPos + (1.0 - current_frac) / 2.0 - preVPos) /
(vPos - preVPos);
float ratio = 1.0 - current_frac;
if (vars.differenceMode)
*result_p += getTextureOffsetColor(preTextureOffset,
currentTextureOffset, k) *
ratio;
else
*result_p +=
getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) *
ratio;
}
if (result_p == end_p) break;
result_p++;
// fill pixels between currentY and toY
for (int y = currentY + 1; y < toY; y++) {
if (!isBehind) {
float k = (float(y) + 0.5 - preVPos) / (vPos - preVPos);
if (vars.differenceMode)
*result_p += getTextureOffsetColor(preTextureOffset,
currentTextureOffset, k);
else
*result_p =
getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars);
}
if (result_p == end_p) break;
result_p++;
}
// fill fraction part of the end pixel (toY)
if (!isBehind) {
float k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos);
if (vars.differenceMode)
*result_p += getTextureOffsetColor(preTextureOffset,
currentTextureOffset, k) *
to_frac;
else
*result_p +=
getSourcePix(lerpUV(preUV, currentUV, k), source_host, vars) *
to_frac;
preUV = currentUV;
}
preVPos = vPos;
maxVPos = vPos;
preTextureOffset = currentTextureOffset;
}
}
}
// Other modes
// (Diffuse, Specular, Fresnel, Refraction, Reflection)
else {
// render pixels in column-major order, from bottom to top
for (int i = 0; i < vars.resultDim.lx; i++) {
// cancel check
if (settings.m_isCanceled && *settings.m_isCanceled) return;
double maxVPos = 0.0; // maximum height of drawn pixels
double preVPos = 0.0; // height of the previous segment
QVector3D preDispNormal(0, 1, 0);
QVector3D preBaseNormal(0, 1, 0);
QVector3D prePos(i, 0,
vars.C_z); // actually the x coordinate is not i at the
// initial position.., but no problem.
QVector3D preBasePos(i, 0, vars.C_z);
float4 *result_p = &result_host[i * vars.resultDim.ly];
float4 *end_p = &result_host[(i + 1) * vars.resultDim.ly - 1];
// get height pixels from bottom to top
for (int j = -vars.margin; j < vars.refHeight; j++) {
// angle between the light axis and the line between (Q) and the eye (P)
// (Q) is a point on the projection plane at distance of j from (B)
double angle_Q =
std::atan((float(j) - (vars.outDim.ly / 2.0)) / vars.d_PT);
// (R) is an intersection between the XZ plane and the line P->Q
double R_z = vars.P_y / tan(vars.angle_el - angle_Q);
// In reflection mode, do not draw surface behind the Distance Level
if (vars.renderMode == ReflectionMode && vars.distance > 0.0 &&
R_z >= vars.distance)
break;
// compute (S), a point on the bumped surface in Y-axis direction from
// (R)
float refVal =
getMapValue(QPointF(double(i), double(j)), ref_host, vars);
QPointF S(R_z, vars.waveHeight * (refVal - vars.zeroLevel) * 2.0);
// length of (1,0,0) vector on the XZ plane, projected on the projection
// plane
double dist = (vars.d_PT * sin(vars.angle_el - angle_Q)) / vars.P_y *
cos(angle_Q);
// UV coordinate of the texture image
QVector3D uvOffset;
if (vars.textureOffsetAmount == 0.0) {
// currentUV = QPointF(double(i), getVPos(QPointF(R_z, 0)));
} else {
// approximate the gradient by difference of the heights of neighbor
// points
// compute gradient of the height image
QPointF offset;
for (const QPointF &subPoint : subPoints) {
// この地点のRefの値を取る
QPointF subRefPos(double(i) + dist * subPoint.x(),
getVPos(QPointF(R_z + subPoint.y(), 0), vars));
int sign_u = (subPoint.x() > 0) - (subPoint.x() < 0); // -1, 0, 1
int sign_v = (subPoint.y() > 0) - (subPoint.y() < 0); // -1, 0, 1
float subRefValue = getMapValue(subRefPos, ref_host, vars);
offset += subRefValue * QPointF(sign_u, sign_v);
}
offset *= 1.0 / float(subPoints.count() - subAmount); // サンプル数
offset *= vars.textureOffsetAmount /
(vars.spread * (0.5 + 0.5 / float(subAmount))); // 距離
uvOffset.setX(offset.x() * dist);
uvOffset.setZ(offset.y());
// currentUV = QPointF(double(i) + offset.x() * dist,
// getVPos(QPointF(R_z + offset.y(), 0)));
}
QPointF currentDispUV =
QPointF(double(i) + uvOffset.x(),
getVPos(QPointF(R_z + uvOffset.z(), 0), vars));
// この地点の変位の値を取得する
float dispHeight =
getMapValue(currentDispUV, disp_host, vars) * vars.displacement;
// compute normal vector from cross-product of surface vectors
QVector3D rightPos(
1.0,
getMapValue(QPointF(double(i) + dist, double(j)), ref_host, vars) *
vars.waveHeight,
0.0);
QVector3D leftPos(
-1.0,
getMapValue(QPointF(double(i) - dist, double(j)), ref_host, vars) *
vars.waveHeight,
0.0);
QVector3D farPos(
0.0,
getMapValue(QPointF(double(i), getVPos(QPointF(R_z + 1, 0), vars)),
ref_host, vars) *
vars.waveHeight,
1.0);
QVector3D nearPos(
0.0,
getMapValue(QPointF(double(i), getVPos(QPointF(R_z - 1, 0), vars)),
ref_host, vars) *
vars.waveHeight,
-1.0);
// 左手系座標なので外積を反転する
QVector3D currentNormal =
-QVector3D::crossProduct(rightPos - leftPos, farPos - nearPos);
currentNormal.normalize();
// 変位後の表面座標 (M)
// ※法線のX成分は強引にY座標の変位に持ち込んで近似する
float dispXY = std::sqrt(currentNormal.x() * currentNormal.x() +
currentNormal.y() * currentNormal.y());
QPointF M = S + QPointF(currentNormal.z(), dispXY) * dispHeight;
// 前後左右の座標に変位を加える
QPointF rightDispUV = currentDispUV + QPointF(dist, 0);
QPointF leftDispUV = currentDispUV + QPointF(-dist, 0);
QPointF farDispUV(currentDispUV.x(),
getVPos(QPointF(R_z + uvOffset.z() + 1, 0), vars));
QPointF nearDispUV(currentDispUV.x(),
getVPos(QPointF(R_z + uvOffset.z() - 1, 0), vars));
float rightDispHeight =
getMapValue(rightDispUV, disp_host, vars) * vars.displacement;
float leftDispHeight =
getMapValue(leftDispUV, disp_host, vars) * vars.displacement;
float farDispHeight =
getMapValue(farDispUV, disp_host, vars) * vars.displacement;
float nearDispHeight =
getMapValue(nearDispUV, disp_host, vars) * vars.displacement;
rightPos += currentNormal * rightDispHeight;
leftPos += currentNormal * leftDispHeight;
farPos += currentNormal * farDispHeight;
nearPos += currentNormal * nearDispHeight;
// 外積で法線を求める 左手系座標なので外積を反転する
QVector3D dispNormal =
-QVector3D::crossProduct(rightPos - leftPos, farPos - nearPos);
dispNormal.normalize();
// height of (M) projected on the projection plane
double vPos = getVPos(M, vars);
QVector3D currentPos(double(i - vars.resultDim.lx / 2) / dist, M.y(),
M.x());
// Diffuse差分取得のために、変形無しの状態の法線を取得する
QVector3D baseNormal;
// Specular差分取得のために、変形無しの状態の位置も取得
QVector3D basePos;
if (vars.differenceMode) {
baseNormal = -QVector3D::crossProduct(
QVector3D(2.0, rightDispHeight - leftDispHeight, 0.0),
QVector3D(0.0, farDispHeight - nearDispHeight, 2.0));
basePos = QVector3D(currentPos.x() + uvOffset.x() / dist, dispHeight,
currentPos.z() + uvOffset.z());
}
// continue if the current point is behind the forward bumps
if (vPos <= maxVPos) {
preVPos = vPos;
preDispNormal = dispNormal;
preBaseNormal = baseNormal;
prePos = currentPos;
preBasePos = basePos;
continue;
}
// putting colors on pixels
int currentY = int(std::floor(maxVPos));
float current_frac = maxVPos - float(currentY);
int toY = int(std::floor(vPos));
float to_frac = vPos - float(toY);
// if the entire current segment is in the same pixel,
// then add colors with percentage of the fraction part
if (currentY == toY) {
float ratio = to_frac - current_frac;
*result_p += getColor(preDispNormal, dispNormal, prePos, currentPos,
0.5, source_host, vars, preBaseNormal,
baseNormal, preBasePos, basePos) *
ratio;
preVPos = vPos;
maxVPos = vPos;
preDispNormal = dispNormal;
preBaseNormal = baseNormal;
prePos = currentPos;
preBasePos = basePos;
continue;
}
// fill fraction part of the start pixel (currentY)
float k =
(maxVPos + (1.0 - current_frac) / 2.0 - preVPos) / (vPos - preVPos);
float4 color = getColor(preDispNormal, dispNormal, prePos, currentPos,
k, source_host, vars, preBaseNormal, baseNormal,
preBasePos, basePos);
float ratio = 1.0 - current_frac;
*result_p += color * ratio;
if (result_p == end_p) break;
result_p++;
// fill pixels between currentY and toY
for (int y = currentY + 1; y < toY; y++) {
k = (float(y) + 0.5 - preVPos) / (vPos - preVPos);
*result_p = getColor(preDispNormal, dispNormal, prePos, currentPos, k,
source_host, vars, preBaseNormal, baseNormal,
preBasePos, basePos);
if (result_p == end_p) break;
result_p++;
}
// fill fraction part of the end pixel (toY)
k = (float(toY) + to_frac * 0.5 - preVPos) / (vPos - preVPos);
color = getColor(preDispNormal, dispNormal, prePos, currentPos, k,
source_host, vars, preBaseNormal, baseNormal,
preBasePos, basePos);
*result_p += color * to_frac;
preVPos = vPos;
maxVPos = vPos;
preDispNormal = dispNormal;
preBaseNormal = baseNormal;
prePos = currentPos;
preBasePos = basePos;
}
}
}
}
//------------------------------------------------------------
// convert input tile's channel values to float4 values
//------------------------------------------------------------
template <typename RASTER, typename PIXEL>
void Iwa_FloorBumpFx::setSourceRaster(const RASTER srcRas, float4 *srcMem,
TDimensionI dim) {
float4 *s_p = srcMem;
for (int j = 0; j < dim.ly; j++) {
PIXEL *s_pix = srcRas->pixels(j);
for (int i = 0; i < dim.lx; i++, s_pix++, s_p++) {
(*s_p).x = (float)s_pix->r / (float)PIXEL::maxChannelValue;
(*s_p).y = (float)s_pix->g / (float)PIXEL::maxChannelValue;
(*s_p).z = (float)s_pix->b / (float)PIXEL::maxChannelValue;
(*s_p).w = (float)s_pix->m / (float)PIXEL::maxChannelValue;
}
}
}
void Iwa_FloorBumpFx::setRefRaster(const TRaster64P refRas, float *refMem,
TDimensionI dim, bool isRef) {
float zeroLevel =
(isRef) ? float(128) / float(TPixel32::maxChannelValue) : 0.0;
float *r_p = refMem;
for (int j = 0; j < dim.ly; j++) {
TPixel64 *r_pix = refRas->pixels(j);
for (int i = 0; i < dim.lx; i++, r_pix++, r_p++) {
float r = (float)r_pix->r / (float)TPixel64::maxChannelValue;
float g = (float)r_pix->g / (float)TPixel64::maxChannelValue;
float b = (float)r_pix->b / (float)TPixel64::maxChannelValue;
float m = (float)r_pix->m / (float)TPixel64::maxChannelValue;
// taking brightness
float brightness = 0.298912f * r + 0.586610f * g + 0.114478f * b;
(*r_p) = brightness * m + zeroLevel * (1.0 - m);
}
}
}
//------------------------------------
void Iwa_FloorBumpFx::doCompute(TTile &tile, double frame,
const TRenderSettings &rend_sets) {
FloorBumpVars vars;
vars.renderMode = m_renderMode->getValue();
if ((isTextureUsed(vars.renderMode) && !m_texture.isConnected()) ||
!m_heightRef.isConnected()) {
tile.getRaster()->clear();
return;
}
initVars(vars, tile, rend_sets, frame);
// メモリの確保
float4 *source_host = nullptr;
float *ref_host;
float *disp_host = nullptr;
TRasterGR8P source_host_ras;
if (isTextureUsed(vars.renderMode)) {
source_host_ras =
TRasterGR8P(vars.sourceDim.lx * sizeof(float4), vars.sourceDim.ly);
source_host_ras->lock();
source_host = (float4 *)source_host_ras->getRawData();
}
TRasterGR8P ref_host_ras(vars.refDim.lx * sizeof(float), vars.refDim.ly);
ref_host_ras->lock();
ref_host = (float *)ref_host_ras->getRawData();
TRasterGR8P disp_host_ras;
if (vars.displacement != 0.0 &&
m_dispRef.isConnected()) { // renderMode すべてに対応させるかはTBD
disp_host_ras = TRasterGR8P(vars.refDim.lx * sizeof(float), vars.refDim.ly);
disp_host_ras->lock();
disp_host = (float *)disp_host_ras->getRawData();
}
// 画像の取得、格納
{
if (isTextureUsed(vars.renderMode)) {
TRenderSettings source_sets(rend_sets);
TPointD sourceTilePos =
(tile.m_pos - TPointD(vars.margin, vars.margin)) * vars.precision;
source_sets.m_affine *= TScale(vars.precision, vars.precision);
TTile sourceTile;
m_texture->allocateAndCompute(sourceTile, sourceTilePos, vars.sourceDim,
tile.getRaster(), frame, source_sets);
TRaster32P ras32 = (TRaster32P)sourceTile.getRaster();
TRaster64P ras64 = (TRaster64P)sourceTile.getRaster();
if (ras32)
setSourceRaster<TRaster32P, TPixel32>(ras32, source_host,
vars.sourceDim);
else if (ras64)
setSourceRaster<TRaster64P, TPixel64>(ras64, source_host,
vars.sourceDim);
}
// height image is always computed in 16bpc regardless of the current render
// settings in order to get smooth gradient
TRenderSettings ref_sets(rend_sets);
TPointD refTilePos = tile.m_pos - TPointD(vars.margin, vars.margin);
ref_sets.m_bpp = 64;
TTile refTile;
m_heightRef->allocateAndCompute(refTile, refTilePos, vars.refDim,
TRasterP(), frame, ref_sets);
setRefRaster((TRaster64P)refTile.getRaster(), ref_host, vars.refDim, true);
// disp imageも同様
if (disp_host) {
TTile dispTile;
m_dispRef->allocateAndCompute(dispTile, refTilePos, vars.refDim,
TRasterP(), frame, ref_sets);
setRefRaster((TRaster64P)dispTile.getRaster(), disp_host, vars.refDim,
false);
}
}
// prepare the memory for result image
TRasterGR8P result_host_ras(vars.resultDim.lx * sizeof(float4),
vars.resultDim.ly);
float4 *result_host;
result_host_ras->lock();
result_host = (float4 *)result_host_ras->getRawData();
// compute
if (disp_host) {
doCompute_with_Displacement(tile, frame, rend_sets, vars, source_host,
ref_host, disp_host, result_host);
} else {
doCompute_CPU(tile, frame, rend_sets, vars, source_host, ref_host,
result_host);
}
if (isTextureUsed(vars.renderMode)) source_host_ras->unlock();
ref_host_ras->unlock();
if (disp_host) disp_host_ras->unlock();
// cancel check
if (rend_sets.m_isCanceled && *rend_sets.m_isCanceled) {
tile.getRaster()->clear();
return;
}
// output the result
TRaster32P outRas32 = (TRaster32P)tile.getRaster();
TRaster64P outRas64 = (TRaster64P)tile.getRaster();
if (outRas32)
setOutputRaster<TRaster32P, TPixel32>(result_host, outRas32, vars.outDim,
vars.resultDim.ly);
else if (outRas64)
setOutputRaster<TRaster64P, TPixel64>(result_host, outRas64, vars.outDim,
vars.resultDim.ly);
result_host_ras->unlock();
}
//------------------------------------
void Iwa_FloorBumpFx::getParamUIs(TParamUIConcept *&concepts, int &length) {
concepts = new TParamUIConcept[length = 3];
concepts[0].m_type = TParamUIConcept::VERTICAL_POS;
concepts[0].m_label = "Eye Level";
concepts[0].m_params.push_back(m_eyeLevel);
concepts[1].m_type = TParamUIConcept::VERTICAL_POS;
concepts[1].m_label = "Draw Level";
concepts[1].m_params.push_back(m_drawLevel);
concepts[2].m_type = TParamUIConcept::VERTICAL_POS;
concepts[2].m_label = "Distance Level";
concepts[2].m_params.push_back(m_distanceLevel);
concepts[2].m_params.push_back(m_renderMode);
}
//------------------------------------
FX_PLUGIN_IDENTIFIER(Iwa_FloorBumpFx, "iwa_FloorBumpFx")