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10/28/2024 06:50:42 AM
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Iex.h
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04/16/2016 12:51:59 AM
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IexBaseExc.h
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IexErrnoExc.h
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IexExport.h
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IexForward.h
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IexMacros.h
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IexMathExc.h
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IexMathFloatExc.h
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IexMathFpu.h
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IexMathIeeeExc.h
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IexNamespace.h
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IexThrowErrnoExc.h
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IlmBaseConfig.h
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IlmThread.h
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IlmThreadExport.h
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IlmThreadForward.h
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IlmThreadMutex.h
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IlmThreadNamespace.h
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IlmThreadPool.h
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IlmThreadSemaphore.h
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ImathBox.h
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ImathBoxAlgo.h
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ImathColor.h
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ImathColorAlgo.h
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ImathEuler.h
22.88 KB
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ImathExc.h
2.82 KB
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ImathExport.h
2.13 KB
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ImathForward.h
2.68 KB
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ImathFrame.h
6.6 KB
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ImathFrustum.h
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ImathFrustumTest.h
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ImathFun.h
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ImathGL.h
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ImathGLU.h
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ImathHalfLimits.h
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ImathInt64.h
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ImathInterval.h
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ImathLimits.h
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ImathLine.h
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ImathLineAlgo.h
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ImathMath.h
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ImathMatrix.h
82.42 KB
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ImathMatrixAlgo.h
37.97 KB
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ImathNamespace.h
4.38 KB
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ImathPlane.h
6.75 KB
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ImathPlatform.h
3.23 KB
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ImathQuat.h
20.94 KB
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ImathRandom.h
9.84 KB
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ImathRoots.h
5.62 KB
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ImathShear.h
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ImathSphere.h
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ImathVec.h
44.17 KB
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ImathVecAlgo.h
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ImfAcesFile.h
10.27 KB
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ImfArray.h
6.79 KB
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ImfAttribute.h
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ImfB44Compressor.h
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ImfBoxAttribute.h
3.1 KB
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ImfCRgbaFile.h
12.5 KB
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ImfChannelList.h
11.2 KB
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ImfChannelListAttribute.h
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ImfChromaticities.h
4.45 KB
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ImfChromaticitiesAttribute.h
2.74 KB
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ImfCompositeDeepScanLine.h
5.38 KB
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ImfCompression.h
3.25 KB
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ImfCompressionAttribute.h
2.71 KB
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ImfConvert.h
3.39 KB
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ImfDeepCompositing.h
5.97 KB
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ImfDeepFrameBuffer.h
8.79 KB
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ImfDeepImageState.h
3.67 KB
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ImfDeepImageStateAttribute.h
2.64 KB
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ImfDeepScanLineInputFile.h
11.01 KB
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ImfDeepScanLineInputPart.h
6.9 KB
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ImfDeepScanLineOutputFile.h
9.37 KB
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ImfDeepScanLineOutputPart.h
6.41 KB
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ImfDeepTiledInputFile.h
16.08 KB
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ImfDeepTiledInputPart.h
13.27 KB
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ImfDeepTiledOutputFile.h
18.1 KB
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ImfDeepTiledOutputPart.h
14.83 KB
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ImfDoubleAttribute.h
2.29 KB
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ImfEnvmap.h
11.29 KB
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ImfEnvmapAttribute.h
2.67 KB
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ImfExport.h
2.11 KB
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ImfFloatAttribute.h
2.26 KB
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ImfForward.h
3.48 KB
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ImfFrameBuffer.h
11.18 KB
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ImfFramesPerSecond.h
3.79 KB
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ImfGenericInputFile.h
2.26 KB
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ImfGenericOutputFile.h
2.44 KB
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ImfHeader.h
19.27 KB
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ImfHuf.h
2.86 KB
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ImfIO.h
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ImfInputFile.h
8.28 KB
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ImfInputPart.h
3.52 KB
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ImfInt64.h
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ImfIntAttribute.h
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ImfKeyCode.h
4.9 KB
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ImfKeyCodeAttribute.h
2.65 KB
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ImfLineOrder.h
2.42 KB
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ImfLineOrderAttribute.h
2.67 KB
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ImfLut.h
5.12 KB
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ImfMatrixAttribute.h
3.65 KB
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ImfMisc.h
16.33 KB
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ImfMultiPartInputFile.h
3.94 KB
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ImfMultiPartOutputFile.h
4.29 KB
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ImfMultiView.h
6.29 KB
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ImfName.h
3.52 KB
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ImfNamespace.h
4.46 KB
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ImfOpaqueAttribute.h
3.55 KB
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ImfOutputFile.h
9.66 KB
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ImfOutputPart.h
3.04 KB
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ImfPartHelper.h
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ImfPartType.h
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ImfPixelType.h
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ImfPreviewImage.h
4.65 KB
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ImfPreviewImageAttribute.h
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ImfRational.h
3.17 KB
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ImfRationalAttribute.h
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ImfRgba.h
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ImfRgbaFile.h
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ImfRgbaYca.h
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ImfStandardAttributes.h
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ImfStringAttribute.h
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ImfStringVectorAttribute.h
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ImfTestFile.h
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ImfThreading.h
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ImfTileDescription.h
3.13 KB
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ImfTileDescriptionAttribute.h
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ImfTiledInputFile.h
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ImfTiledInputPart.h
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ImfTiledOutputFile.h
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ImfTiledOutputPart.h
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ImfTiledRgbaFile.h
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ImfTimeCode.h
7 KB
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ImfTimeCodeAttribute.h
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ImfVecAttribute.h
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ImfVersion.h
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ImfWav.h
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ImfXdr.h
18.74 KB
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OpenEXRConfig.h
1.8 KB
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half.h
17.22 KB
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halfExport.h
757 bytes
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halfFunction.h
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halfLimits.h
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Editing: ImfEnvmap.h
Close
/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2004, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMF_ENVMAP_H #define INCLUDED_IMF_ENVMAP_H //----------------------------------------------------------------------------- // // Environment maps // // Environment maps define a mapping from 3D directions to 2D // pixel space locations. Environment maps are typically used // in 3D rendering, for effects such as quickly approximating // how shiny surfaces reflect their environment. // // Environment maps can be stored in scanline-based or in tiled // OpenEXR files. The fact that an image is an environment map // is indicated by the presence of an EnvmapAttribute whose name // is "envmap". (Convenience functions to access this attribute // are defined in header file ImfStandardAttributes.h.) // The attribute's value defines the mapping from 3D directions // to 2D pixel space locations. // // This header file defines the set of possible EnvmapAttribute // values. // // For each possible EnvmapAttribute value, this header file also // defines a set of convienience functions to convert between 3D // directions and 2D pixel locations. // // Most of the convenience functions defined below require a // dataWindow parameter. For scanline-based images, and for // tiled images with level mode ONE_LEVEL, the dataWindow // parameter should be set to the image's data window, as // defined in the image header. For tiled images with level // mode MIPMAP_LEVELS or RIPMAP_LEVELS, the data window of the // image level that is being accessed should be used instead. // (See the dataWindowForLevel() methods in ImfTiledInputFile.h // and ImfTiledOutputFile.h.) // //----------------------------------------------------------------------------- #include "ImathBox.h" #include "ImfNamespace.h" #include "ImfExport.h" OPENEXR_IMF_INTERNAL_NAMESPACE_HEADER_ENTER //-------------------------------- // Supported environment map types //-------------------------------- enum Envmap { ENVMAP_LATLONG = 0, // Latitude-longitude environment map ENVMAP_CUBE = 1, // Cube map NUM_ENVMAPTYPES // Number of different environment map types }; //------------------------------------------------------------------------- // Latitude-Longitude Map: // // The environment is projected onto the image using polar coordinates // (latitude and longitude). A pixel's x coordinate corresponds to // its longitude, and the y coordinate corresponds to its latitude. // Pixel (dataWindow.min.x, dataWindow.min.y) has latitude +pi/2 and // longitude +pi; pixel (dataWindow.max.x, dataWindow.max.y) has // latitude -pi/2 and longitude -pi. // // In 3D space, latitudes -pi/2 and +pi/2 correspond to the negative and // positive y direction. Latitude 0, longitude 0 points into positive // z direction; and latitude 0, longitude pi/2 points into positive x // direction. // // The size of the data window should be 2*N by N pixels (width by height), // where N can be any integer greater than 0. //------------------------------------------------------------------------- namespace LatLongMap { //---------------------------------------------------- // Convert a 3D direction to a 2D vector whose x and y // components represent the corresponding latitude // and longitude. //---------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V2f latLong (const IMATH_NAMESPACE::V3f &direction); //-------------------------------------------------------- // Convert the position of a pixel to a 2D vector whose // x and y components represent the corresponding latitude // and longitude. //-------------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V2f latLong (const IMATH_NAMESPACE::Box2i &dataWindow, const IMATH_NAMESPACE::V2f &pixelPosition); //------------------------------------------------------------- // Convert a 2D vector, whose x and y components represent // longitude and latitude, into a corresponding pixel position. //------------------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V2f pixelPosition (const IMATH_NAMESPACE::Box2i &dataWindow, const IMATH_NAMESPACE::V2f &latLong); //----------------------------------------------------- // Convert a 3D direction vector into a corresponding // pixel position. pixelPosition(dw,dir) is equivalent // to pixelPosition(dw,latLong(dw,dir)). //----------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V2f pixelPosition (const IMATH_NAMESPACE::Box2i &dataWindow, const IMATH_NAMESPACE::V3f &direction); //-------------------------------------------------------- // Convert the position of a pixel in a latitude-longitude // map into a corresponding 3D direction. //-------------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V3f direction (const IMATH_NAMESPACE::Box2i &dataWindow, const IMATH_NAMESPACE::V2f &pixelPosition); } //-------------------------------------------------------------- // Cube Map: // // The environment is projected onto the six faces of an // axis-aligned cube. The cube's faces are then arranged // in a 2D image as shown below. // // 2-----------3 // / /| // / / | Y // / / | | // 6-----------7 | | // | | | | // | | | | // | 0 | 1 *------- X // | | / / // | | / / // | |/ / // 4-----------5 Z // // dataWindow.min // / // / // +-----------+ // |3 Y 7| // | | | // | | | // | ---+---Z | +X face // | | | // | | | // |1 5| // +-----------+ // |6 Y 2| // | | | // | | | // | Z---+--- | -X face // | | | // | | | // |4 0| // +-----------+ // |6 Z 7| // | | | // | | | // | ---+---X | +Y face // | | | // | | | // |2 3| // +-----------+ // |0 1| // | | | // | | | // | ---+---X | -Y face // | | | // | | | // |4 Z 5| // +-----------+ // |7 Y 6| // | | | // | | | // | X---+--- | +Z face // | | | // | | | // |5 4| // +-----------+ // |2 Y 3| // | | | // | | | // | ---+---X | -Z face // | | | // | | | // |0 1| // +-----------+ // / // / // dataWindow.max // // The size of the data window should be N by 6*N pixels // (width by height), where N can be any integer greater // than 0. // //-------------------------------------------------------------- //------------------------------------ // Names for the six faces of the cube //------------------------------------ enum CubeMapFace { CUBEFACE_POS_X, // +X face CUBEFACE_NEG_X, // -X face CUBEFACE_POS_Y, // +Y face CUBEFACE_NEG_Y, // -Y face CUBEFACE_POS_Z, // +Z face CUBEFACE_NEG_Z // -Z face }; namespace CubeMap { //--------------------------------------------- // Width and height of a cube's face, in pixels //--------------------------------------------- IMF_EXPORT int sizeOfFace (const IMATH_NAMESPACE::Box2i &dataWindow); //------------------------------------------ // Compute the region in the environment map // that is covered by the specified face. //------------------------------------------ IMF_EXPORT IMATH_NAMESPACE::Box2i dataWindowForFace (CubeMapFace face, const IMATH_NAMESPACE::Box2i &dataWindow); //---------------------------------------------------- // Convert the coordinates of a pixel within a face // [in the range from (0,0) to (s-1,s-1), where // s == sizeOfFace(dataWindow)] to pixel coordinates // in the environment map. //---------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V2f pixelPosition (CubeMapFace face, const IMATH_NAMESPACE::Box2i &dataWindow, IMATH_NAMESPACE::V2f positionInFace); //-------------------------------------------------------------- // Convert a 3D direction into a cube face, and a pixel position // within that face. // // If you have a 3D direction, dir, the following code fragment // finds the position, pos, of the corresponding pixel in an // environment map with data window dw: // // CubeMapFace f; // V2f pif, pos; // // faceAndPixelPosition (dir, dw, f, pif); // pos = pixelPosition (f, dw, pif); // //-------------------------------------------------------------- IMF_EXPORT void faceAndPixelPosition (const IMATH_NAMESPACE::V3f &direction, const IMATH_NAMESPACE::Box2i &dataWindow, CubeMapFace &face, IMATH_NAMESPACE::V2f &positionInFace); // -------------------------------------------------------- // Given a cube face and a pixel position within that face, // compute the corresponding 3D direction. // -------------------------------------------------------- IMF_EXPORT IMATH_NAMESPACE::V3f direction (CubeMapFace face, const IMATH_NAMESPACE::Box2i &dataWindow, const IMATH_NAMESPACE::V2f &positionInFace); } OPENEXR_IMF_INTERNAL_NAMESPACE_HEADER_EXIT #endif