} // ExtractSphericalHarmonicForCubeFace #endregion #region Generate Spherical Harmonic from Lat-Long Texture /// <summary> /// Generate a spherical harmonic from the faces of a cubemap, treating each pixel as a light source and averaging the result. /// This method only accepts floating point textures. /// </summary> public static SphericalHarmonicL2 GenerateSphericalHarmonicFromLatLongTexture(Texture texture) { if (texture.Resource.Format != SurfaceFormat.Vector4) { throw new InvalidOperationException("Spherical Harmonic: the texture has to have a floating point surface format. DXT formats are not supported for the moment."); } SphericalHarmonicL2 sh = new SphericalHarmonicL2(); float[] colorArray = new float[texture.Width * texture.Height * 4]; texture.Resource.GetData(colorArray); int pixelIndex = 0; for (int y = 0; y < texture.Height; y++) { SphericalHarmonicL2 lineSh = new SphericalHarmonicL2(); for (int x = 0; x < texture.Width; x++) { // http://www.scratchapixel.com/lessons/3d-advanced-lessons/reflection-mapping/converting-latitute-longitude-maps-and-mirror-balls/ float theta = (x / (float)texture.Width) * (float)Math.PI; float phi = (1 - (y / (float)texture.Height)) * 2 * (float)Math.PI; Vector3 direction = -new Vector3((float)(Math.Sin(theta) * Math.Cos(phi)), (float)(Math.Sin(theta) * Math.Sin(phi)), (float)(Math.Cos(theta))); direction.Normalize(); Vector3 rgb = new Vector3(colorArray[pixelIndex * 4], colorArray[pixelIndex * 4 + 1], colorArray[pixelIndex * 4 + 2]); //Add it to the SH lineSh.AddLight(rgb, direction, 1); pixelIndex++; } //average the SH if (lineSh.weighting > 0) { lineSh *= 1 / lineSh.weighting; } // Add the line to the full SH // (SH is generated line by line to ease problems with floating point accuracy loss) sh += lineSh; } //average out over the sphere return(sh.GetWeightedAverageLightInputFromSphere()); } // GenerateSphericalHarmonicFromLatLongHdrTexture
} // GetWeightedAverageLightInputFromSphere private static SphericalHarmonicL2 ExtractSphericalHarmonicForCubeFace(Matrix faceTransform, Color[] colorDataRgb, int faceSize, bool isRgbm, float rgbmMaxRange) { SphericalHarmonicL2 sh = new SphericalHarmonicL2(); // For each pixel in the face, generate it's SH contribution. // Treat each pixel in the cube as a light source, which gets added to the SH. // This is used to generate an indirect lighting SH for the scene. float directionStep = 2.0f / (faceSize - 1.0f); int pixelIndex = 0; float dirY = 1.0f; for (int y = 0; y < faceSize; y++) { SphericalHarmonicL2 lineSh = new SphericalHarmonicL2(); float dirX = -1.0f; for (int x = 0; x < faceSize; x++) { // The direction to the pixel in the cube. Vector3 direction = new Vector3(dirX, dirY, 1); Vector3.TransformNormal(ref direction, ref faceTransform, out direction); // Length of the direction vector. float length = direction.Length(); // Approximate area of the pixel (pixels close to the cube edges appear smaller when projected). float weight = 1.0f / length; direction.Normalize(); Vector3 rgbFloat; if (isRgbm) { Color rgbm = colorDataRgb[pixelIndex++]; rgbFloat = RgbmHelper.RgbmGammaToFloatLinear(rgbm, rgbmMaxRange); } else { Color rgb = colorDataRgb[pixelIndex++]; rgbFloat = new Vector3(GammaLinearSpaceHelper.GammaToLinear(rgb).X, GammaLinearSpaceHelper.GammaToLinear(rgb).Y, GammaLinearSpaceHelper.GammaToLinear(rgb).Z); } //Add it to the SH lineSh.AddLight(rgbFloat, direction, weight); dirX += directionStep; } // Average the SH. if (lineSh.weighting > 0) { lineSh *= 1 / lineSh.weighting; } // Add the line to the full SH // (SH is generated line by line to ease problems with floating point accuracy loss) sh += lineSh; dirY -= directionStep; } // Average the SH. if (sh.weighting > 0) { sh *= 1 / sh.weighting; } return(sh); } // ExtractSphericalHarmonicForCubeFace