use super::{streaminginfo::StreamingInfo, texture2d::TextureFormat}; use crate::object::{Value, parser::FromValue}; use anyhow::Result; use glam::{UVec2, Vec3Swizzles, uvec2, vec2, vec3}; use image::{ImageBuffer, Rgba}; use serde::Serialize; use std::f32::consts::PI; #[derive(Debug, Serialize)] pub struct Cubemap { pub width: i32, pub height: i32, pub mip_count: i32, pub name: String, #[serde(skip)] pub image_data: Vec, pub format: TextureFormat, pub texture_dimension: i32, pub stream_data: StreamingInfo, } impl FromValue for Cubemap { fn from_value(v: Value) -> Result { let mut fields = v.as_class("Cubemap")?; Ok(Cubemap { width: fields.field("m_Width")?, height: fields.field("m_Height")?, mip_count: fields.field("m_MipCount")?, texture_dimension: fields.field("m_TextureDimension")?, format: fields.field("m_TextureFormat")?, name: fields.field("m_Name")?, stream_data: fields.field("m_StreamData")?, image_data: fields.remove("image data").unwrap().as_typeless().unwrap(), }) } } /// Face ordering is Left, Right, Back, Front, Down, Up pub fn cubemap_to_equirectangular( faces: &[ImageBuffer, Vec>; 6], output_width: u32, output_height: u32, ) -> ImageBuffer, Vec> { let mut output_image = ImageBuffer::, Vec>::new(output_width, output_height); for (er_x, er_y, out) in output_image.enumerate_pixels_mut() { let xy_angle = er_x as f32 / output_width as f32 * PI * 2.; let cyl_z = er_y as f32 / output_height as f32 * 2. - 1.; let sphere_azimuth = cyl_z.asin(); let r = sphere_azimuth.cos(); let normal = vec3(xy_angle.sin() * r, xy_angle.cos() * r, cyl_z); assert!(normal.is_normalized()); let normal_abs = normal.abs(); let (axis, max_comp, other_comps) = if normal_abs.x > normal_abs.y.max(normal_abs.z) { (0, normal.x, normal.yz()) } else if normal_abs.y > normal_abs.z { (1, normal.y, normal.xz()) } else { (2, normal.z, normal.xy()) }; let face = axis as usize * 2 + if max_comp < 0. { 1 } else { 0 }; let flip_face = [1., 1., -1., -1., 1., 1.]; let rotate_face = if face == 5 { -1. } else { 1. }; let face_texture = &faces[face]; let face_size = uvec2(face_texture.width(), face_texture.height()); let face_uv = rotate_face * (other_comps / max_comp * vec2(flip_face[face], -max_comp.signum())); let face_uv = face_uv / 2. + 0.5; let face_xy = (face_uv * face_size.as_vec2()) .floor() .as_uvec2() .clamp(UVec2::MIN, face_size - UVec2::ONE); out.0 = face_texture.get_pixel(face_xy.x, face_xy.y).0; } output_image }