457 lines
15 KiB
C++
457 lines
15 KiB
C++
/*------------------------------------
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Iwa_SpectrumFx
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参照画像を位相差として、干渉色を出力する
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------------------------------------*/
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#include "iwa_spectrumfx.h"
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#include "iwa_cie_d65.h"
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#include "iwa_xyz.h"
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namespace
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{
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const float PI = 3.14159265f;
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}
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/*------------------------------------
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シャボン色マップの生成
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------------------------------------*/
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void Iwa_SpectrumFx::calcBubbleMap(float3 *bubbleColor, double frame)
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{
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int j, k; /*- bubbleColor[j][k] = [256][3] -*/
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float d; /*- 膜厚(μm) -*/
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int ram; /*- 波長のfor文用 -*/
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float rambda; /*- 波長(μm) -*/
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struct REFLECTIVITY {
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float r_ab, t_ab, r_ba, t_ba; /*- 各境界での振幅反射率、振幅透過率 -*/
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float r_real, r_img; /*- 薄膜の振幅反射率 -*/
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float R; /*- エネルギー反射率 -*/
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} p, s;
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float R_final; /*- エネルギー反射率の最終版 -*/
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float phi; /*- 位相 -*/
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float color_x, color_y, color_z; /*- xyz表色系 -*/
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float temp_rgb_f[3];
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/*- パラメータを得る -*/
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float intensity = (float)m_intensity->getValue(frame);
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float refractiveIndex = (float)m_refractiveIndex->getValue(frame);
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float thickMax = (float)m_thickMax->getValue(frame);
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float thickMin = (float)m_thickMin->getValue(frame);
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float rgbGamma[3] = {(float)m_RGamma->getValue(frame),
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(float)m_GGamma->getValue(frame),
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(float)m_BGamma->getValue(frame)};
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float lensFactor = (float)m_lensFactor->getValue(frame);
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/*- 入射角は0で固定 -*/
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/*- 各境界での振幅反射率、振幅透過率の計算(PS偏光とも) -*/
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/*- P偏光 -*/
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p.r_ab = (1.0 - refractiveIndex) / (1.0 + refractiveIndex);
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p.t_ab = (1.0f - p.r_ab) / refractiveIndex;
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p.r_ba = -p.r_ab;
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p.t_ba = (1.0f + p.r_ab) * refractiveIndex;
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/*- S偏光 -*/
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s.r_ab = (1.0 - refractiveIndex) / (1.0 + refractiveIndex);
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s.t_ab = 1.0f + s.r_ab;
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s.r_ba = -s.r_ab;
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s.t_ba = 1.0f - s.r_ab;
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for (j = 0; j < 256; j++) { /*- 膜厚d -*/
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/*- 膜厚d(μm)の計算 -*/
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d = thickMin + (thickMax - thickMin) * powf(((float)j / 255.0f), lensFactor);
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/*- 膜厚が負になることもありうる。その場合は d = 0 に合わせる -*/
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if (d < 0.0f)
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d = 0.0f;
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/*- これから積算するので、XYZ表色系各チャンネルの初期化 -*/
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color_x = 0.0f;
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color_y = 0.0f;
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color_z = 0.0f;
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for (ram = 0; ram < 34; ram++) { /*- 波長λ(380nm-710nm) -*/
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/*- 波長λ(μm)の計算 -*/
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rambda = 0.38f + 0.01f * (float)ram;
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/*- 位相の計算 -*/
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phi = 4.0f * PI * refractiveIndex * d / rambda;
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/*- 薄膜の振幅反射率の計算(PS偏光とも) -*/
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/*- P偏光 -*/
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p.r_real = p.r_ab + p.t_ab * p.r_ba * p.t_ba * cosf(phi);
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p.r_img = p.t_ab * p.r_ba * p.t_ba * sinf(phi);
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/*- S偏光 -*/
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s.r_real = s.r_ab + s.t_ab * s.r_ba * s.t_ba * cosf(phi);
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s.r_img = s.t_ab * s.r_ba * s.t_ba * sinf(phi);
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p.R = p.r_real * p.r_real + p.r_img * p.r_img;
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s.R = s.r_real * s.r_real + s.r_img * s.r_img;
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/*- エネルギー反射率 -*/
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R_final = (p.R + s.R) / 2.0f;
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color_x += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 0];
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color_y += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 1];
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color_z += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 2];
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} /*- 次のramへ(波長λ) -*/
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temp_rgb_f[0] = 3.240479f * color_x - 1.537150f * color_y - 0.498535f * color_z;
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temp_rgb_f[1] = -0.969256f * color_x + 1.875992f * color_y + 0.041556f * color_z;
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temp_rgb_f[2] = 0.055648f * color_x - 0.204043f * color_y + 1.057311f * color_z;
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/*- オーバーフローをまるめる -*/
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for (k = 0; k < 3; k++) {
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if (temp_rgb_f[k] < 0.0f)
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temp_rgb_f[k] = 0.0f;
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/*- ガンマ処理 -*/
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temp_rgb_f[k] = powf((temp_rgb_f[k] / 255.0f), rgbGamma[k]);
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if (temp_rgb_f[k] >= 1.0f)
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temp_rgb_f[k] = 1.0f;
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}
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bubbleColor[j].x = temp_rgb_f[0];
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bubbleColor[j].y = temp_rgb_f[1];
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bubbleColor[j].z = temp_rgb_f[2];
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} /*- 次のjへ(膜厚d) -*/
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}
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//------------------------------------
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Iwa_SpectrumFx::Iwa_SpectrumFx()
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: m_intensity(1.0), m_refractiveIndex(1.25), m_thickMax(1.0), m_thickMin(0.0), m_RGamma(1.0), m_GGamma(1.0), m_BGamma(1.0), m_lensFactor(1.0), m_lightThres(1.0), m_lightIntensity(1.0)
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{
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addInputPort("Source", m_input);
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addInputPort("Light", m_light);
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bindParam(this, "intensity", m_intensity);
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bindParam(this, "refractiveIndex", m_refractiveIndex);
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bindParam(this, "thickMax", m_thickMax);
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bindParam(this, "thickMin", m_thickMin);
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bindParam(this, "RGamma", m_RGamma);
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bindParam(this, "GGamma", m_GGamma);
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bindParam(this, "BGamma", m_BGamma);
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bindParam(this, "lensFactor", m_lensFactor);
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bindParam(this, "lightThres", m_lightThres);
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bindParam(this, "lightIntensity", m_lightIntensity);
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m_intensity->setValueRange(0.0, 8.0);
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m_refractiveIndex->setValueRange(1.0, 3.0);
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m_thickMax->setValueRange(-1.5, 2.0);
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m_thickMin->setValueRange(-1.5, 2.0);
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m_RGamma->setValueRange(0.001, 1.0);
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m_GGamma->setValueRange(0.001, 1.0);
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m_BGamma->setValueRange(0.001, 1.0);
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m_lensFactor->setValueRange(0.01, 10.0);
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m_lightThres->setValueRange(-5.0, 1.0);
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m_lightIntensity->setValueRange(0.0, 1.0);
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}
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//------------------------------------
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void Iwa_SpectrumFx::doCompute(TTile &tile,
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double frame,
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const TRenderSettings &settings)
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{
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if (!m_input.isConnected())
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return;
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/*- 薄膜干渉色マップ -*/
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float3 *bubbleColor;
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TDimensionI dim(tile.getRaster()->getLx(), tile.getRaster()->getLy());
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/*- 256段階で干渉色を計算 -*/
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TRasterGR8P bubbleColor_ras(sizeof(float3) * 256, 1);
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bubbleColor_ras->lock();
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bubbleColor = (float3 *)bubbleColor_ras->getRawData();
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/*- シャボン色マップの生成 -*/
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calcBubbleMap(bubbleColor, frame);
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/*- いったん素材をTileに収める -*/
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m_input->compute(tile, frame, settings);
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/*--------------------
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ここで、Lightが刺さっていた場合は、Lightのアルファを使用&HDRThresでスクリーン合成
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--------------------*/
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TRasterP lightRas = 0;
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if (m_light.isConnected()) {
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TTile light_tile;
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m_light->allocateAndCompute(light_tile, tile.m_pos, dim, tile.getRaster(), frame, settings);
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lightRas = light_tile.getRaster();
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lightRas->lock();
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}
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TRaster32P ras32 = (TRaster32P)tile.getRaster();
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TRaster64P ras64 = (TRaster64P)tile.getRaster();
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{
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if (ras32) {
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if (lightRas)
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convertRasterWithLight<TRaster32P, TPixel32>(ras32,
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dim,
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bubbleColor,
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(TRaster32P)lightRas,
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(float)m_lightThres->getValue(frame),
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(float)m_lightIntensity->getValue(frame));
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else
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convertRaster<TRaster32P, TPixel32>(ras32, dim, bubbleColor);
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} else if (ras64) {
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if (lightRas)
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convertRasterWithLight<TRaster64P, TPixel64>(ras64,
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dim,
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bubbleColor,
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(TRaster64P)lightRas,
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(float)m_lightThres->getValue(frame),
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(float)m_lightIntensity->getValue(frame));
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else
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convertRaster<TRaster64P, TPixel64>(ras64, dim, bubbleColor);
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}
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}
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//メモリ解放
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//brightness_ras->unlock();
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bubbleColor_ras->unlock();
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if (lightRas)
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lightRas->unlock();
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}
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//------------------------------------
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template <typename RASTER, typename PIXEL>
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void Iwa_SpectrumFx::convertRaster(const RASTER ras,
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TDimensionI dim,
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float3 *bubbleColor)
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{
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float rr, gg, bb, aa;
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float spec_r, spec_g, spec_b;
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float brightness;
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for (int j = 0; j < dim.ly; j++) {
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PIXEL *pix = ras->pixels(j);
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for (int i = 0; i < dim.lx; i++) {
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aa = (float)pix->m / PIXEL::maxChannelValue;
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if (aa == 0.0f) /*- アルファが0なら変化なし -*/
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{
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pix++;
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continue;
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}
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/*- depremutiplyはしないでおく -*/
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rr = (float)pix->r / (float)PIXEL::maxChannelValue;
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gg = (float)pix->g / (float)PIXEL::maxChannelValue;
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bb = (float)pix->b / (float)PIXEL::maxChannelValue;
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brightness = 0.298912f * rr + 0.586611f * gg + 0.114478f * bb;
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/*- 反転 -*/
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brightness = 1.0f - brightness;
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/*- 輝度MAXの場合 -*/
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if (brightness >= 1.0f) {
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spec_r = bubbleColor[255].x * aa;
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spec_g = bubbleColor[255].y * aa;
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spec_b = bubbleColor[255].z * aa;
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} else {
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/*- 線形補間する -*/
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int index = (int)(brightness * 255.0f);
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float ratio = brightness * 255.0f - (float)index;
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spec_r = bubbleColor[index].x * (1.0f - ratio) +
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bubbleColor[index + 1].x * ratio;
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spec_g = bubbleColor[index].y * (1.0f - ratio) +
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bubbleColor[index + 1].y * ratio;
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spec_b = bubbleColor[index].z * (1.0f - ratio) +
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bubbleColor[index + 1].z * ratio;
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spec_r *= aa;
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spec_g *= aa;
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spec_b *= aa;
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}
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/*- 元のピクセルに書き戻す -*/
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float val;
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/*- チャンネル範囲にクランプ -*/
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val = spec_r * (float)PIXEL::maxChannelValue + 0.5f;
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pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
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val = spec_g * (float)PIXEL::maxChannelValue + 0.5f;
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pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
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val = spec_b * (float)PIXEL::maxChannelValue + 0.5f;
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pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
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pix++;
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}
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}
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}
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//------------------------------------
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template <typename RASTER, typename PIXEL>
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void Iwa_SpectrumFx::convertRasterWithLight(const RASTER ras,
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TDimensionI dim,
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float3 *bubbleColor,
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const RASTER lightRas,
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float lightThres,
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float lightIntensity)
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{
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float rr, gg, bb, aa;
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float spec_r, spec_g, spec_b;
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float brightness;
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for (int j = 0; j < dim.ly; j++) {
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PIXEL *light_pix = lightRas->pixels(j);
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PIXEL *pix = ras->pixels(j);
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for (int i = 0; i < dim.lx; i++) {
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aa = (float)light_pix->m / PIXEL::maxChannelValue;
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if (aa == 0.0f) /*- アルファが0なら透明にする -*/
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{
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*pix = PIXEL::Transparent;
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light_pix++;
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pix++;
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continue;
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}
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/*- depremutiplyはしないでおく -*/
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rr = (float)pix->r / (float)PIXEL::maxChannelValue;
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gg = (float)pix->g / (float)PIXEL::maxChannelValue;
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bb = (float)pix->b / (float)PIXEL::maxChannelValue;
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brightness = 0.298912f * rr + 0.586611f * gg + 0.114478f * bb;
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/*- 反転 -*/
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brightness = 1.0f - brightness;
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/*- 輝度MAXの場合 -*/
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if (brightness >= 1.0f) {
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spec_r = bubbleColor[255].x;
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spec_g = bubbleColor[255].y;
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spec_b = bubbleColor[255].z;
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} else {
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/*- 線形補間する -*/
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int index = (int)(brightness * 255.0f);
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float ratio = brightness * 255.0f - (float)index;
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spec_r = bubbleColor[index].x * (1.0f - ratio) +
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bubbleColor[index + 1].x * ratio;
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spec_g = bubbleColor[index].y * (1.0f - ratio) +
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bubbleColor[index + 1].y * ratio;
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spec_b = bubbleColor[index].z * (1.0f - ratio) +
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bubbleColor[index + 1].z * ratio;
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}
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/*- ここで、Light画像とのスクリーン合成を行う -*/
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float HDR_Factor;
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if (aa <= lightThres ||
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lightThres == 1.0f)
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HDR_Factor = 0.0;
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else
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HDR_Factor = lightIntensity * (aa - lightThres) / (1.0 - lightThres);
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float light_r = (float)light_pix->r / (float)PIXEL::maxChannelValue;
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float light_g = (float)light_pix->g / (float)PIXEL::maxChannelValue;
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float light_b = (float)light_pix->b / (float)PIXEL::maxChannelValue;
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/*- スクリーン合成結果と虹色をHDR_Factorで混ぜる -*/
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spec_r = (1.0f - HDR_Factor) * spec_r +
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HDR_Factor * (spec_r + light_r - spec_r * light_r);
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spec_g = (1.0f - HDR_Factor) * spec_g +
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HDR_Factor * (spec_g + light_g - spec_g * light_g);
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spec_b = (1.0f - HDR_Factor) * spec_b +
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HDR_Factor * (spec_b + light_b - spec_b * light_b);
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spec_r *= aa;
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spec_g *= aa;
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spec_b *= aa;
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/*- 元のピクセルに書き戻す -*/
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float val;
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/*- チャンネル範囲にクランプ -*/
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val = spec_r * (float)PIXEL::maxChannelValue + 0.5f;
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pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
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val = spec_g * (float)PIXEL::maxChannelValue + 0.5f;
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pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
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val = spec_b * (float)PIXEL::maxChannelValue + 0.5f;
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pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
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pix->m = light_pix->m;
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pix++;
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light_pix++;
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}
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}
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}
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/*------------------------------------
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素材タイルを0〜1に正規化して格納
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------------------------------------*/
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template <typename RASTER, typename PIXEL>
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void Iwa_SpectrumFx::setSourceRasters(
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const RASTER ras,
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float4 *in_out_tile_host,
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const RASTER light_ras,
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float4 *light_host,
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TDimensionI dim,
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bool useLight)
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{
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float4 *chann_p = in_out_tile_host;
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float4 *lightChann_p = light_host;
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for (int j = 0; j < dim.ly; j++) {
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PIXEL *pix = ras->pixels(j);
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PIXEL *lightPix = (useLight) ? light_ras->pixels(j) : 0;
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for (int i = 0; i < dim.lx; i++) {
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(*chann_p).x = (float)pix->r / (float)PIXEL::maxChannelValue;
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(*chann_p).y = (float)pix->g / (float)PIXEL::maxChannelValue;
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(*chann_p).z = (float)pix->b / (float)PIXEL::maxChannelValue;
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(*chann_p).w = (float)pix->m / (float)PIXEL::maxChannelValue;
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pix++;
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chann_p++;
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if (useLight) {
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(*lightChann_p).x = (float)lightPix->r / (float)PIXEL::maxChannelValue;
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(*lightChann_p).y = (float)lightPix->g / (float)PIXEL::maxChannelValue;
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(*lightChann_p).z = (float)lightPix->b / (float)PIXEL::maxChannelValue;
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(*lightChann_p).w = (float)lightPix->m / (float)PIXEL::maxChannelValue;
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lightPix++;
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lightChann_p++;
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||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*------------------------------------
|
||
出力結果をChannel値に変換してタイルに格納
|
||
------------------------------------*/
|
||
template <typename RASTER, typename PIXEL>
|
||
void Iwa_SpectrumFx::outputRasters(const RASTER outRas,
|
||
float4 *in_out_tile_host,
|
||
TDimensionI dim)
|
||
{
|
||
float4 *chann_p = in_out_tile_host;
|
||
for (int j = 0; j < dim.ly; j++) {
|
||
PIXEL *pix = outRas->pixels(j);
|
||
for (int i = 0; i < dim.lx; i++) {
|
||
float val;
|
||
val = (*chann_p).x * (float)PIXEL::maxChannelValue + 0.5f;
|
||
pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
|
||
val = (*chann_p).y * (float)PIXEL::maxChannelValue + 0.5f;
|
||
pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
|
||
val = (*chann_p).z * (float)PIXEL::maxChannelValue + 0.5f;
|
||
pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
|
||
val = (*chann_p).w * (float)PIXEL::maxChannelValue + 0.5f;
|
||
pix->m = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue) ? (float)PIXEL::maxChannelValue : val);
|
||
pix++;
|
||
chann_p++;
|
||
}
|
||
}
|
||
}
|
||
|
||
//------------------------------------
|
||
|
||
bool Iwa_SpectrumFx::doGetBBox(double frame,
|
||
TRectD &bBox,
|
||
const TRenderSettings &info)
|
||
{
|
||
if (!m_input.isConnected()) {
|
||
bBox = TRectD();
|
||
return false;
|
||
}
|
||
return m_input->doGetBBox(frame, bBox, info);
|
||
}
|
||
|
||
//------------------------------------
|
||
|
||
bool Iwa_SpectrumFx::canHandle(const TRenderSettings &info,
|
||
double frame)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
FX_PLUGIN_IDENTIFIER(Iwa_SpectrumFx, "iwa_SpectrumFx")
|