1 // Copyright NVIDIA Corporation 2007 -- Ignacio Castano <icastano@nvidia.com>
2 //
3 // Permission is hereby granted, free of charge, to any person
4 // obtaining a copy of this software and associated documentation
5 // files (the "Software"), to deal in the Software without
6 // restriction, including without limitation the rights to use,
7 // copy, modify, merge, publish, distribute, sublicense, and/or sell
8 // copies of the Software, and to permit persons to whom the
9 // Software is furnished to do so, subject to the following
10 // conditions:
11 //
12 // The above copyright notice and this permission notice shall be
13 // included in all copies or substantial portions of the Software.
14 //
15 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
16 // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
17 // OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
18 // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
19 // HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
20 // WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 // OTHER DEALINGS IN THE SOFTWARE.
23
24 #include <nvcore/Ptr.h>
25
26 #include <nvmath/Color.h>
27
28 #include <nvimage/NormalMap.h>
29 #include <nvimage/Filter.h>
30 #include <nvimage/FloatImage.h>
31 #include <nvimage/Image.h>
32
33 using namespace nv;
34
35
processPixel(const FloatImage * img,uint x,uint y)36 static float processPixel(const FloatImage * img, uint x, uint y)
37 {
38 nvDebugCheck(img != NULL);
39
40 const uint w = img->width();
41 const uint h = img->height();
42
43 float d = img->pixel(x, y, 0);
44
45 float fx0 = (float) x / w;
46 float fy0 = (float) y / h;
47
48 float best_ratio = INF;
49 uint best_x = w;
50 uint best_y = h;
51
52 for (uint yy = 0; yy < h; yy++)
53 {
54 for (uint xx = 0; xx < w; xx++)
55 {
56 float ch = d - img->pixel(xx, yy, 0);
57
58 if (ch > 0)
59 {
60 float dx = float(xx - x);
61 float dy = float(yy - y);
62
63 float ratio = (dx * dx + dy * dy) / ch;
64
65 if (ratio < best_ratio)
66 {
67 best_x = xx;
68 best_y = yy;
69 }
70 }
71 }
72 }
73
74 if (best_x != w)
75 {
76 nvDebugCheck(best_y !=h);
77
78 float dx = float(best_x - x) / w;
79 float dy = float(best_y - y) / h;
80
81 float cw = sqrtf(dx*dx + dy*dy);
82 float ch = d - img->pixel(xx, yy, 0);
83
84 return min(1, sqrtf(cw / ch));
85 }
86
87 return 1;
88 }
89
90
91 // Create cone map using the given kernels.
createConeMap(const Image * img,Vector4::Arg heightWeights)92 FloatImage * createConeMap(const Image * img, Vector4::Arg heightWeights)
93 {
94 nvCheck(img != NULL);
95
96 const uint w = img->width();
97 const uint h = img->height();
98
99 AutoPtr<FloatImage> fimage(new FloatImage());
100 //fimage->allocate(2, w, h);
101 fimage->allocate(4, w, h);
102
103 // Compute height and store in red channel:
104 float * heightChannel = fimage->channel(0);
105 for(uint i = 0; i < w*h; i++)
106 {
107 Vector4 color = toVector4(img->pixel(i));
108 heightChannel[i] = dot(color, heightWeights);
109 }
110
111 // Compute cones:
112 for(uint y = 0; y < h; y++)
113 {
114 for(uint x = 0; x < w; x++)
115 {
116 processPixel(fimage, x, y);
117 }
118 }
119
120 return fimage.release();
121 }
122
123