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MathUtil.h
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MathUtil.h
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#include <glm/vec2.hpp> // vec2, bvec2, dvec2, ivec2 and uvec2
#include <glm/vec3.hpp> // vec3, bvec3, dvec3, ivec3 and uvec3
#include <glm/vec4.hpp> // vec4, bvec4, dvec4, ivec4 and uvec4
#include <glm/mat2x2.hpp> // mat2, dmat2
#include <glm/mat2x3.hpp> // mat2x3, dmat2x3
#include <glm/mat2x4.hpp> // mat2x4, dmat2x4
#include <glm/mat3x2.hpp> // mat3x2, dmat3x2
#include <glm/mat3x3.hpp> // mat3, dmat3
#include <glm/mat3x4.hpp> // mat3x4, dmat2
#include <glm/mat4x2.hpp> // mat4x2, dmat4x2
#include <glm/mat4x3.hpp> // mat4x3, dmat4x3
#include <glm/mat4x4.hpp> // mat4, dmat4
#include <glm/common.hpp> // all the GLSL common functions
#include <glm/exponential.hpp> // all the GLSL exponential functions
#include <glm/geometric.hpp> // all the GLSL geometry functions
#include <glm/integer.hpp> // all the GLSL integer functions
#include <glm/matrix.hpp> // all the GLSL matrix functions
#include <glm/packing.hpp> // all the GLSL packing functions
#include <glm/trigonometric.hpp> // all the GLSL trigonometric functions
#include <glm/vector_relational.hpp> // all the GLSL vector relational functions
using namespace glm;
static vec2 repairUv(vec2 uv){
vec2 outuv = { 0, 0 };
if (uv.x<0) {
outuv.x = 1.0 + uv.x;
}
else if (uv.x > 1.0){
outuv.x = uv.x - 1.0;
}
else {
outuv.x = uv.x;
}
if (uv.y<0) {
outuv.y = 1.0 + uv.y;
}
else if (uv.y > 1.0){
outuv.y = uv.y - 1.0;
}
else {
outuv.y = uv.y;
}
return outuv;
}
static vec2 polarCoord(vec3 dir) {
vec3 ndir = normalize(dir);
float longi = -atan2(ndir.z, ndir.x);
float lat = acos(-ndir.y);
vec2 uv;
uv.x = longi;
uv.y = lat;
vec2 pitwo = vec2(M_PI, M_PI);
uv /= pitwo;
uv.x /= 2.0;
vec2 ones = vec2(1.0, 1.0);
uv = modf(uv, ones);
return uv;
}
static vec3 fisheyeDir(vec3 dir, const mat3 rotMat) {
dir.x = dir.x / dir.z;
dir.y = dir.y / dir.z;
dir.z = dir.z / dir.z;
vec2 uv;
uv.x = dir.x;
uv.y = dir.y;
float r = sqrtf(uv.x*uv.x + uv.y*uv.y);
float phi = atan2f(uv.y, uv.x);
float theta = r;
vec3 fedir = { 0, 0, 0 };
fedir.x = sin(theta) * cos(phi);
fedir.y = sin(theta) * sin(phi);
fedir.z = cos(theta);
fedir = rotMat * fedir;
return fedir;
}
vec3 tinyPlanetSph(vec3 uv) {
vec3 sph;
vec2 uvxy;
uvxy.x = uv.x / uv.z;
uvxy.y = uv.y / uv.z;
float u = length(uvxy);
float alpha = atan2(2.0f, u);
float phi = M_PI - 2 * alpha;
float z = cos(phi);
float x = sin(phi);
uvxy = normalize(uvxy);
sph.z = z;
vec2 sphxy = uvxy * x;
sph.x = sphxy.x;
sph.y = sphxy.y;
return sph;
}
inline vec4 linInterpCol(vec2 uv, OFX::Image *image, OfxRectI procWindow, int width, int height){
vec4 outCol = { 0, 0, 0, 0 };
float i = floor(uv.x);
float j = floor(uv.y);
float a = uv.x - i;
float b = uv.y - j;
int x = procWindow.x1 + (int)i;
int y = procWindow.y1 + (int)j;
int x1 = (x < width - 1 ? x + 1 : x);
int y1 = (y < width - 1 ? y + 1 : y);
float* indexX1Y1 = static_cast<float*>(image->getPixelAddress(x, y));
float* indexX2Y1 = static_cast<float*>(image->getPixelAddress(x1, y));
float* indexX1Y2 = static_cast<float*>(image->getPixelAddress(x, y1));
float* indexX2Y2 = static_cast<float*>(image->getPixelAddress(x1, y1));
const int maxIndex = (width * height - 1) * 4;
if ((x)* (y) < maxIndex){
outCol.x = (1.0 - a)*(1.0 - b)*indexX1Y1[0] + a*(1.0 - b)*indexX2Y1[0] + (1.0 - a)*b*indexX1Y2[0] + a*b*indexX2Y2[0];
outCol.y = (1.0 - a)*(1.0 - b)*indexX1Y1[1] + a*(1.0 - b)*indexX2Y1[1] + (1.0 - a)*b*indexX1Y2[1] + a*b*indexX2Y2[1];
outCol.z = (1.0 - a)*(1.0 - b)*indexX1Y1[2] + a*(1.0 - b)*indexX2Y1[2] + (1.0 - a)*b*indexX1Y2[2] + a*b*indexX2Y2[2];
outCol.w = (1.0 - a)*(1.0 - b)*indexX1Y1[3] + a*(1.0 - b)*indexX2Y1[3] + (1.0 - a)*b*indexX1Y2[3] + a*b*indexX2Y2[3];
}
else {
outCol.x = indexX1Y1[0];
outCol.y = indexX1Y1[1];
outCol.z = indexX1Y1[2];
outCol.w = indexX1Y1[3];
}
return outCol;
}
static float fitRange(float value, float in_min, float in_max, float out_min, float out_max){
float out = out_min + ((out_max - out_min) / (in_max - in_min)) * (value - in_min);
return std::min(out_max, std::max(out, out_min));
}