#include "common/texture.h" #include #include #include #include Texture::Texture(int width, int height) { this->resize(width, height); } Texture::Texture(char const *fileName) { this->load(fileName); } bool Texture::load(char const *fileName) { CImg img_char(fileName); if (img_char.is_empty()) { std::cerr << "(Image): Could not open file " << fileName << std::endl; return false; } this->image_ = CImg(img_char.width(), img_char.height(), img_char.depth(), 3, 0); for (int c = 0; c < 3; c++) cimg_forXYZ(img_char, x, y, z) { this->image_(x, y, z, c) = img_char(x, y, z, std::min(c, img_char.spectrum() - 1)) / 255.0f; } return true; } bool Texture::save(char const *fileName) const { CImg img_char; img_char = 255 * this->image_; img_char.save(fileName); return true; } Color Texture::getPixelAt(int x, int y) const { if ((x %= this->width()) < 0) x += this->width(); if ((y %= this->height()) < 0) y += this->height(); return Color(this->image_.atXY(x, y, 0), this->image_.atXY(x, y, 1), this->image_.atXY(x, y, 2)); } void Texture::setPixelAt(int x, int y, Color const &color) { if ((x %= this->width()) < 0) x += this->width(); if ((y %= this->height()) < 0) y += this->height(); this->image_(x, y, 0) = color.r; this->image_(x, y, 1) = color.g; this->image_(x, y, 2) = color.b; } Color Texture::color(float u, float v, bool interpolate) const { Color color; if (!interpolate) { color = this->getPixelAt(int(roundf(u * this->width())), int(roundf(v * this->height()))); } else { // bilinear interpolation // adjacent pixel coordinates int left = int(floorf(u * this->width())); int right = int(ceilf(u * this->width())); int top = int(floorf(v * this->height())); int bottom = int(ceilf(v * this->height())); // weights float w[4]; w[0] = right - u * this->width(); w[1] = 1 - w[0]; w[2] = bottom - v * this->height(); w[3] = 1 - w[2]; // get color values and interpolate Color val[4]; val[0] = this->getPixelAt(left, top); val[1] = this->getPixelAt(right, top); val[2] = this->getPixelAt(left, bottom); val[3] = this->getPixelAt(right, bottom); color = w[2] * w[0] * val[0] + w[2] * w[1] * val[1] + w[3] * w[0] * val[2] + w[3] * w[1] * val[3]; } return color; } Color Texture::color(Vector2d const &surfacePosition, bool interpolate) const { return color(surfacePosition.u, surfacePosition.v, interpolate); }