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@@ -1,23 +1,24 @@
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/*
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QGL CubeTexture
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Ivan Pelipenko peri4ko@yandex.ru
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QGL CubeTexture
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Ivan Pelipenko peri4ko@yandex.ru
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gltypes.h"
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#include "glcubemap.h"
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#include "gltypes.h"
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#include "hdr_p.h"
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using namespace QGLEngineShaders;
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@@ -51,9 +52,9 @@ QVector<QVector3D> loadFileHDR(const QString & path, QSize * size) {
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qDebug() << "[QGLEngine] File" << path << "has unknown size!";
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return ret;
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}
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sz.setWidth (sl[3].toInt());
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sz.setWidth(sl[3].toInt());
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sz.setHeight(sl[1].toInt());
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//qDebug() << "found size" << sz;
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// qDebug() << "found size" << sz;
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break;
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}
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}
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@@ -61,26 +62,23 @@ QVector<QVector3D> loadFileHDR(const QString & path, QSize * size) {
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f.seek(ts.pos());
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QDataStream ds(&f);
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int count = sz.width() * sz.height();
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QVector<float> data(count*3);
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if (!RGBE_ReadPixels_RLE(&ds, data.data(), sz.width(), sz.height()))
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return ret;
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QVector<float> data(count * 3);
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if (!RGBE_ReadPixels_RLE(&ds, data.data(), sz.width(), sz.height())) return ret;
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if (size) *size = sz;
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ret.resize(count);
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//QColor col;
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//QImage im(sz, QImage::Format_ARGB32);
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//QRgb * imdata = (QRgb*)im.bits();
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// QColor col;
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// QImage im(sz, QImage::Format_ARGB32);
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// QRgb * imdata = (QRgb*)im.bits();
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for (int i = 0; i < count; ++i) {
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QVector3D p(pow(data[i*3 + 2], 1. / 2.2),
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pow(data[i*3 + 1], 1. / 2.2),
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pow(data[i*3 + 0], 1. / 2.2));
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QVector3D p(pow(data[i * 3 + 2], 1. / 2.2), pow(data[i * 3 + 1], 1. / 2.2), pow(data[i * 3 + 0], 1. / 2.2));
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ret[i] = p;
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//col = QColor::fromRgbF(piClamp(p[0], 0.f, 1.f),
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// col = QColor::fromRgbF(piClamp(p[0], 0.f, 1.f),
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// piClamp(p[1], 0.f, 1.f),
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// piClamp(p[2], 0.f, 1.f));
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//imdata[i] = col.rgb();
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// imdata[i] = col.rgb();
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}
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//im.save("_hdr.png");
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// im.save("_hdr.png");
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return ret;
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}
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@@ -90,72 +88,71 @@ QVector<QVector3D> faceHDR(const QVector<QVector3D> & data, QSize sz, QSize & fs
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QVector<QVector3D> ret;
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if (data.isEmpty() || sz.isNull()) return ret;
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QRect fr;
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int fw = sz.width () / 4;
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int fw = sz.width() / 4;
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int fh = sz.height() / 3;
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fsz = QSize(fw, fh);
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fsz = QSize(fw, fh);
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ret.reserve(fw * fh);
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switch (face) {
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case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
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fr.setRect(fw, fh, fw, fh);
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for (int x = fr.left(); x <= fr.right(); ++x) {
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for (int y = fr.top(); y <= fr.bottom(); ++y) {
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ret << data[y*sz.width() + x];
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ret << data[y * sz.width() + x];
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}
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}
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
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fr.setRect(fw*3, fh, fw, fh);
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fr.setRect(fw * 3, fh, fw, fh);
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for (int x = fr.right(); x >= fr.left(); --x) {
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for (int y = fr.bottom(); y >= fr.top(); --y) {
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ret << data[y*sz.width() + x];
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ret << data[y * sz.width() + x];
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}
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}
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
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fr.setRect( 0, fh, fw, fh);
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fr.setRect(0, fh, fw, fh);
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for (int y = fr.bottom(); y >= fr.top(); --y) {
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for (int x = fr.left(); x <= fr.right(); ++x) {
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ret << data[y*sz.width() + x];
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ret << data[y * sz.width() + x];
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}
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}
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
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fr.setRect(fw*2, fh, fw, fh);
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fr.setRect(fw * 2, fh, fw, fh);
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for (int y = fr.top(); y <= fr.bottom(); ++y) {
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for (int x = fr.right(); x >= fr.left(); --x) {
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ret << data[y*sz.width() + x];
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ret << data[y * sz.width() + x];
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}
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}
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break;
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case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
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fr.setRect(fw, 0, fw, fh);
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fr.setRect(fw, 0, fw, fh);
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for (int x = fr.left(); x <= fr.right(); ++x) {
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for (int y = fr.top(); y <= fr.bottom(); ++y) {
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ret << data[y*sz.width() + x];
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ret << data[y * sz.width() + x];
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}
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}
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break;
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case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
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fr.setRect(fw, fh*2, fw, fh);
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fr.setRect(fw, fh * 2, fw, fh);
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for (int x = fr.left(); x <= fr.right(); ++x) {
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for (int y = fr.top(); y <= fr.bottom(); ++y) {
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ret << data[y*sz.width() + x];
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ret << data[y * sz.width() + x];
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}
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}
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break;
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default: break;
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}
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if (fr.isEmpty()) return ret;
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//qDebug() << ret.size() << fr;
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// qDebug() << ret.size() << fr;
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return ret;
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}
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CubeTexture::CubeTexture(QOpenGLExtraFunctions * f_, int _size, const GLenum & _format): f(f_) {
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size = _size;
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format_ = _format;
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id_ = 0;
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size = _size;
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format_ = _format;
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id_ = 0;
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changed_ = false;
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}
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@@ -199,9 +196,17 @@ void CubeTexture::loadHDR(const QVector<QVector3D> & data, QSize sz) {
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QVector<QVector3D> fd;
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for (int i = 0; i < 6; ++i) {
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fd = faceHDR(data, sz, fsz, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i);
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//qDebug() << "load cube" << fd[0];
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f->glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format_, fsz.width(), fsz.height(), 0, GL_RGB, GL_FLOAT, fd.isEmpty() ? 0 : fd.constData());
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//qDebug() << QString::number(GetLastError(), 16);
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// qDebug() << "load cube" << fd[0];
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f->glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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0,
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format_,
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fsz.width(),
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fsz.height(),
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0,
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GL_RGB,
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GL_FLOAT,
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fd.isEmpty() ? 0 : fd.constData());
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// qDebug() << QString::number(GetLastError(), 16);
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}
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f->glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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@@ -230,4 +235,3 @@ void CubeTexture::load() {
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}
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changed_ = false;
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}
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