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path: root/src/classes/cubemap.rs
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use super::texture2d::Texture2D;
use crate::object::{Value, parser::FromValue};
use anyhow::Result;
use glam::{UVec2, Vec3Swizzles, uvec2, vec2, vec3};
use image::{DynamicImage, ImageBuffer, Rgba};
use log::info;
use serde::Serialize;
use std::f32::consts::PI;

#[derive(Debug, Serialize)]
pub struct Cubemap {
    pub texture: Texture2D,
}

impl FromValue for Cubemap {
    fn from_value(v: Value) -> Result<Self> {
        let fields = v.as_class("Cubemap")?;
        Ok(Cubemap {
            texture: Texture2D::from_fields(fields)?,
        })
    }
}
impl Cubemap {
    pub fn to_image(&self) -> Result<DynamicImage> {
        self.texture.to_image()
    }
}

/// Face ordering is Left, Right, Back, Front, Down, Up
pub fn cubemap_to_equirectangular(
    faces: &[ImageBuffer<Rgba<f32>, Vec<f32>>; 6],
    output_width: u32,
    output_height: u32,
) -> ImageBuffer<Rgba<f32>, Vec<f32>> {
    info!(
        "reprojecting {}x{} cubemap faces to {output_width}x{output_height} equirectangular",
        faces[0].width(),
        faces[0].height()
    );
    let mut output_image = ImageBuffer::<Rgba<f32>, Vec<f32>>::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 face_texture = &faces[face];
        let face_size = uvec2(face_texture.width(), face_texture.height());
        let face_uv = other_comps / max_comp * vec2(1., -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
}