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UnrealEngine/Engine/Source/ThirdParty/openexr/openexr-3.3.2/Contrib/DtexToExr/PxDeepUtils.cpp
2025-05-18 13:04:45 +08:00

123 lines
3.4 KiB
C++

//
// SPDX-License-Identifier: BSD-3-Clause
// Copyright (c) Contributors to the OpenEXR Project.
//
#include "PxDeepUtils.h"
namespace PxDeep
{
//-*****************************************************************************
// Density/Viz/DZ calculations are always performed in double precision.
// We try to leave them alone as much as possible, but the logarithm can get
// weird for very very small numbers. The "isfinite" call basically rules
// out NaN and Infinity results, though it doesn't bother with subnormal
// numbers, since the error case we're worried about is log being too big.
// viz = exp( -dz * density )
// log( viz ) = -dz * density
// density = -log( viz ) / dz
double
DensityFromVizDz (double i_viz, double i_dz)
{
assert (i_viz >= 0.0);
assert (i_viz <= 1.0);
assert (i_dz >= 0.0);
if (i_viz >= 1.0)
{
// There's no attenuation at all, so there's no density!
return 0.0;
}
else if (i_viz <= 0.0)
{
// There's total attenuation, so we use our max density.
return PXDU_DENSITY_OF_VIZ_0;
}
else if (i_dz <= 0.0)
{
// There's no depth, and viz is greater than zero,
// so we assume the density is as high as possible
return PXDU_DENSITY_OF_VIZ_0;
}
else
{
double d = -log (i_viz) / i_dz;
if (!isfinite (d)) { return PXDU_DENSITY_OF_VIZ_0; }
else { return d; }
}
}
//-*****************************************************************************
// We can often treat "density times dz" as a single quantity without
// separating it.
// viz = exp( -densityTimesDz )
// log( viz ) = -densityTimesDz
// densityTimesDz = -log( viz )
double
DensityTimesDzFromViz (double i_viz)
{
assert (i_viz >= 0.0);
assert (i_viz <= 1.0);
if (i_viz >= 1.0)
{
// There's no attenuation at all, so there's no density!
return 0.0;
}
else if (i_viz <= 0.0)
{
// There's total attenuation, so we use our max density.
return PXDU_DENSITY_OF_VIZ_0 * PXDU_DZ_OF_VIZ_0;
}
else
{
double d = -log (i_viz);
if (!isfinite (d)) { return PXDU_DENSITY_OF_VIZ_0 * PXDU_DZ_OF_VIZ_0; }
else { return d; }
}
}
//-*****************************************************************************
// viz = exp( -dz * density )
// log( viz ) = -dz * density
// dz = -log( viz ) / density
// Note that this is basically the same as the computation above.
double
DzFromVizDensity (double i_viz, double i_density)
{
assert (i_viz >= 0.0);
assert (i_viz <= 1.0);
assert (i_density >= 0.0);
if (i_viz >= 1.0)
{
// There's no attenuation, so there's no depth.
return 0.0;
}
else if (i_viz <= 0.0)
{
// There's total attenuation, so we use the smallest depth
// for our max density.
return PXDU_DZ_OF_VIZ_0;
}
else if (i_density <= 0.0)
{
// Hmmm. There's no density, but there is some attenuation,
// which basically implies an infinite depth.
// We'll use the minimum density.
// This whole part is hacky at best.
double dz = -log (i_viz) / PXDU_MIN_NON_ZERO_DENSITY;
if (!isfinite (dz)) { return PXDU_MAX_DZ; }
else { return dz; }
}
else
{
double dz = -log (i_viz) / i_density;
if (!isfinite (dz)) { return PXDU_MAX_DZ; }
else { return dz; }
}
}
} // End namespace PxDeep