#include #include #include #include #include #include #include "libobj/obj.h" #include "graphics.h" #include "internal.h" enum { CUBEMAP_FACE_LEFT, /* -x */ CUBEMAP_FACE_RIGHT, /* +x */ CUBEMAP_FACE_BOTTOM, /* -y */ CUBEMAP_FACE_TOP, /* +y */ CUBEMAP_FACE_FRONT, /* -z */ CUBEMAP_FACE_BACK, /* +z */ }; /* * uv-coords belong to the 1st quadrant (v grows bottom-up), * hence the need to reverse the v coord. */ static Point uv2tp(Point2 uv, Texture *t) { assert(uv.x >= 0 && uv.x <= 1 && uv.y >= 0 && uv.y <= 1); return Pt(uv.x*Dx(t->image->r), (1 - uv.y)*Dy(t->image->r)); } static Color cbuf2col(uchar b[4]) { Color c; c.a = b[0] / 255.0; c.b = b[1] / 255.0; c.g = b[2] / 255.0; c.r = b[3] / 255.0; return c; } static Color _memreadcolor(Texture *t, Point sp) { Color c; uchar cbuf[4]; switch(t->image->chan){ case RGB24: unloadmemimage(t->image, rectaddpt(UR, sp), cbuf+1, sizeof cbuf - 1); cbuf[0] = 0xFF; break; case RGBA32: unloadmemimage(t->image, rectaddpt(UR, sp), cbuf, sizeof cbuf); break; case XRGB32: unloadmemimage(t->image, rectaddpt(UR, sp), cbuf, sizeof cbuf); memmove(cbuf+1, cbuf, 3); cbuf[0] = 0xFF; break; } c = cbuf2col(cbuf); switch(t->type){ case sRGBTexture: c = srgb2linear(c); break; } return c; } /* * nearest-neighbour sampler */ Color neartexsampler(Texture *t, Point2 uv) { return _memreadcolor(t, uv2tp(uv, t)); } /* * bilinear sampler */ Color bilitexsampler(Texture *t, Point2 uv) { Rectangle r; Color c1, c2; r = rectaddpt(UR, uv2tp(uv, t)); if(r.min.x < t->image->r.min.x){ r.min.x++; r.max.x++; }if(r.min.y < t->image->r.min.y){ r.min.y++; r.max.y++; }if(r.max.x >= t->image->r.max.x){ r.min.x--; r.max.x--; }if(r.max.y >= t->image->r.max.y){ r.min.y--; r.max.y--; } c1 = lerp3(_memreadcolor(t, r.min), _memreadcolor(t, Pt(r.max.x, r.min.y)), 0.5); c2 = lerp3(_memreadcolor(t, Pt(r.min.x, r.max.y)), _memreadcolor(t, r.max), 0.5); return lerp3(c1, c2, 0.5); } Color sampletexture(Texture *t, Point2 uv, Color(*sampler)(Texture*,Point2)) { return sampler(t, uv); } Texture * alloctexture(int type, Memimage *i) { Texture *t; t = emalloc(sizeof *t); t->image = i; t->type = type; return t; } void freetexture(Texture *t) { freememimage(t->image); free(t); } /* cubemap sampling */ Cubemap * readcubemap(char *paths[6]) { Cubemap *cm; Memimage *i; char **p; int fd; cm = emalloc(sizeof *cm); memset(cm, 0, sizeof *cm); for(p = paths; p < paths+6; p++){ assert(*p != nil); fd = open(*p, OREAD); if(fd < 0) sysfatal("open: %r"); i = readmemimage(fd); if(i == nil) sysfatal("readmemimage: %r"); cm->faces[p-paths] = alloctexture(sRGBTexture, i); close(fd); } return cm; } void freecubemap(Cubemap *cm) { int i; for(i = 0; i < 6; i++) freetexture(cm->faces[i]); free(cm->name); free(cm); } /* * references: * - https://github.com/zauonlok/renderer/blob/9ed5082f0eda453f0b2a0d5ec37cf5a60f0207f6/renderer/core/texture.c#L206 * - “Cubemap Texture Selection”, OpenGL ES 2.0 § 3.7.5, November 2010 */ Color samplecubemap(Cubemap *cm, Point3 d, Color(*sampler)(Texture*,Point2)) { Point2 uv; double ax, ay, az, ma, sc, tc; int face; ax = fabs(d.x); ay = fabs(d.y); az = fabs(d.z); if(ax > ay && ax > az){ ma = ax; if(d.x > 0){ face = CUBEMAP_FACE_RIGHT; sc = -d.z; tc = -d.y; }else{ face = CUBEMAP_FACE_LEFT; sc = d.z; tc = -d.y; } }else if(ay > az){ ma = ay; if(d.y > 0){ face = CUBEMAP_FACE_TOP; sc = d.x; tc = d.z; }else{ face = CUBEMAP_FACE_BOTTOM; sc = d.x; tc = -d.z; } }else{ ma = az; if(d.z > 0){ face = CUBEMAP_FACE_BACK; sc = d.x; tc = -d.y; }else{ face = CUBEMAP_FACE_FRONT; sc = -d.x; tc = -d.y; } } uv.x = (sc/ma + 1)/2; uv.y = 1 - (tc/ma + 1)/2; uv.w = 1; return sampler(cm->faces[face], uv); }