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

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//
// SPDX-License-Identifier: BSD-3-Clause
// Copyright (c) Contributors to the OpenEXR Project.
//
#ifndef _PxDeepUtils_h_
#define _PxDeepUtils_h_
#include <ImfNamespace.h>
#include <ImfPartType.h>
#include <ImfPixelType.h>
#include <ImathBox.h>
#include <ImathFun.h>
#include <ImathMatrix.h>
#include <ImathVec.h>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include <exception>
#include <iostream>
#include <stdexcept>
#include <string>
#include <utility>
#include <vector>
#include <cmath>
#include <dtex.h>
#include <float.h>
#include <half.h>
#include <math.h>
#include <sys/types.h>
using std::isfinite;
namespace PxDeep
{
//-*****************************************************************************
// The large block of comments below explains our working terminology and
// the justification of our limits & magic numbers. In a few places, the
// use of centimeters as a spatial unit does affect the absolute position of
// various minima and maxima, but in normal usage those should be well outside
// working ranges.
//-*****************************************************************************
//-*****************************************************************************
// DENSITY
//-*****************************************************************************
// "Density" refers to the optical density which, when integrated
// through a line, produces an alpha. The relationship between alpha, density,
// and line segment of a given length "dz" is as follows:
//
// alpha = 1.0 - exp( -dz * density )
//
// We use a minimum non-zero density in some places in our code, which
// represents the density of dry air at atmospheric pressure. Though
// different wavelengths of light are attenuated differently, the average
// attenuation is 10^-5 per meter. To make it very minimal,
// we'll work with 1/10th that density (tiny tiny). Since our facility
// works in centimeters, this works out to (using & rearranging the
// equation above)
//
// 10^-6 = 1.0 - exp( -100.0 * MIN_NON_ZERO_DENSITY )
// exp( -100.0 * MIN_NON_ZERO_DENSITY ) = 1.0 - 10^-6
// -100.0 * MIN_NON_ZERO_DENSITY = log( 1.0 - 10^-6 )
// MIN_NON_ZERO_DENSITY = log( 1.0 - 10^-6 ) / -100.0
// MIN_NON_ZERO_DENSITY = 1.0000050000290891e-08
//
// We use double precision for density and dz calculations.
//
//-*****************************************************************************
// VISIBILITY (or 'VIZ', or 'TRANSMISSION')
//-*****************************************************************************
// Throughout the code below, we transform "alpha" into its inverse, which is
// transmissivity, or visibility, or for short, 'viz'. The relationship between
// alpha and viz is simple:
//
// alpha = 1.0 - viz, or viz = 1.0 - alpha.
//
// Similarly, the relationship between viz and density & dz is simple:
//
// viz = exp( -dz * density )
// log( viz ) = -dz * density
//
// Viz is easier to work with than alpha, because to accumulate a total
// visibility of many adjacent samples, the relationship is just, for the
// set of sample viz's: {viz0, viz1, viz2, ..., vizN-1}
//
// totalViz = viz0 * viz1 * viz2 * ... * vizN-1
//
// It's interesting to note that for any given set of spans, their accumulated
// visibility is the same regardless of what order they're accumulated in,
// since A*B == B*A.
//
// When using viz, we use double precision because the operation
// 1.0f - ( 1.0f - a ) loses precision, and we want as little of that as
// possible!
//
//-*****************************************************************************
// DEPTH RANGES
//-*****************************************************************************
// Because we need to be able to arithmetically manipulate depths, we place
// a range on the valid depth values. Positive Infinity is a valid depth value
// to be stored in a DTEX file, but in order to make everything else work, we
// set the maximum depth to near (but not at) FLT_MAX, 10^30. Similarly, we
// set the minimum depth to just slightly greater than zero, 10^-4. This
// could potentially clip effects being deep composited with very small
// distances and units of meters.
//
//-*****************************************************************************
// DEEP OPACITY
//-*****************************************************************************
// "Deep Opacity" refers to a depth function in which the sample at each point
// represents the total accumulated opacity at that depth. This represents
// the way that deep shadows would have been produced by renderman with the
// Display Driver Line: "deepshad" "deepopacity", except that the files actually
// store the inverse (1.0-opacity) at each point. It is important to note
// that for any given Dtex deepopacity sample, the value represents the
// accumulation of visibility on the NEAR side of the sample - up to and
// including the sample's depth, but no further in depth. Deep Opacity
// functions are monotonically decreasing in depth, and are always
// between 0 and 1.
//
// A complication arises when the 0'th continuous deep opacity sample has a
// non-zero deep opacity, because we don't have enough information to infer
// where the continuous span that ends at the 0th sample begins in depth. We
// solve the problem by interrogating the entire deep pixel for the maximum
// density of all its spans (see above), and then solving for what dz
// would produce the given accumulated alpha for that max density. The
// near point of the initial span is then 'dz' units in front of the 0th
// sample depth.
//
// We sometimes use 'deepViz' to in the code below to refer to 1.0 - deepOpacity
//
//-*****************************************************************************
// DEEP ALPHA
//-*****************************************************************************
// "Deep Alpha" refers to a depth function in which the sample at each point
// represents the non-accumulated alpha of that single sample. When interpreting
// the depth function as continuous instead of discrete, Deep Alpha represents
// the alpha of the FAR side of the sample - from the depth of the sample
// up to, but not including, the depth of the next sample.
//
// A complication arises when the last continuous deep alpha sample has a
// non-zero deep alpha, because we don't have enough information to infer
// where the continuous span that begins at the last sample ends in depth. We
// solve this problem analagously to how we solve the DeepOpacity problem.
// We get the maximum density along the entire deep pixel and extrapolate to
// determine an end depth.
//
//-*****************************************************************************
// DEEP RGBA
//-*****************************************************************************
// Deep RGBA is exactly the same as Deep Alpha, for both discrete and
// continuous cases, with the additional R,G, and B channels carried along.
// The RGB can be read as premultiplied by alpha, or not. The output deep
// pixel expects RGB to be premultiplied by alpha.
// The use of premultiplied alpha makes it possible to entangle emitted and
// reflected light - basically "glows", when premultiplied R,G,B are non-zero
// but alpha is zero. However, in order for us to collapse coindicent samples,
// we need to temporarily store RGB unpremultiplied. We simply don't affect
// the samples that have zero alpha, and don't remultiply samples that have
// zero alpha. There's no way for uncombined samples that had non-zero alpha
// to produce a combined sample with zero alpha, so any sample that has
// zero alpha at the end of all the combining was entirely composed of zero
// alpha samples to begin with. SO, if the alpha is zero, we don't
// multiply by it!
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
// UTILITY CONSTANTS AND FUNCTIONS
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
// Explained above in the "Density" section of the comments.
// We set this value to one tenth the attenuation of light in dry air
// at atmospheric pressure.
// 10^-6 = 1.0 - exp( -100.0 * MIN_NON_ZERO_DENSITY )
// exp( -100.0 * MIN_NON_ZERO_DENSITY ) = 1.0 - 10^-6
// -100.0 * MIN_NON_ZERO_DENSITY = log( 1.0 - 10^-6 )
// MIN_NON_ZERO_DENSITY = log( 1.0 - 10^-6 ) / -100.0
// MIN_NON_ZERO_DENSITY = 1.0000050000290891e-08
// static const double MIN_NON_ZERO_DENSITY = log( 1.0 - 1.0e-6 ) / -100.0;
#define PXDU_MIN_NON_ZERO_DENSITY 1.0000050000290891e-08L
//-*****************************************************************************
// The change in depth which produces maximum alpha for maximum density.
// We want this to be small without risking subnormality.
// static const double DZ_OF_ALPHA_1 = 0.001;
// static const double DZ_OF_VIZ_0 = 0.001;
#define PXDU_DZ_OF_ALPHA_1 0.001
#define PXDU_DZ_OF_VIZ_0 0.001
//-*****************************************************************************
// We set the max density of alpha 1 to the density which would produce
// an alpha of 0.99999 in a distance of 0.001 centimeters (DZ_OF_ALPHA_1)
//
// 0.99999 = 1.0 - exp( -0.001 * MAX_DENSITY )
// exp( -0.001 * MAX_DENSITY ) = 1.0 - 0.99999
// -0.001 * MAX_DENSITY = log( 1.0 - 0.99999 )
// MAX_DENSITY = log( 1.0 - 0.99999 ) / -0.001
// MAX_DENSITY = 11512.925464974779
// static const double DENSITY_OF_ALPHA_1 = log( 1.0 - 0.99999 ) / -0.001;
// static const double DENSITY_OF_VIZ_0 = DENSITY_OF_ALPHA_1;
#define PXDU_DENSITY_OF_ALPHA_1 11512.92546497478
#define PXDU_DENSITY_OF_VIZ_0 11512.92546497478
//-*****************************************************************************
// Just in case we need it. These are the constants used above.
#define PXDU_MAX_NON_OPAQUE_ALPHA 0.99999
#define PXDU_MIN_NON_OPAQUE_VIZ 0.00001
#define PXDU_MIN_NON_TRANSPARENT_ALPHA 0.00001
#define PXDU_MAX_NON_TRANSPARENT_VIZ 0.99999
//-*****************************************************************************
// Explained above in the "Depth" section of the comments.
// static const double MIN_DEEP_DEPTH = 1.0e-4;
// static const double MAX_DEEP_DEPTH = 1.0e30;
#define PXDU_MIN_DEEP_DEPTH 1.0e-4
#define PXDU_MAX_DEEP_DEPTH 1.0e30
//-*****************************************************************************
// A maximum depth change (dz)
// static const double MAX_DZ = double( MAX_DEEP_DEPTH ) -
// double( MIN_DEEP_DEPTH );
#define PXDU_MAX_DZ 1.0e30
//-*****************************************************************************
// IEEE 754 floats can be incremented to the "next" positive float
// in this manner, for positive float inputs.
inline float
IncrementPositiveFloat (float i_a, int32_t i_inc = 1)
{
typedef union
{
int32_t i;
float f;
} intfloat;
intfloat a;
a.f = i_a;
a.i += i_inc;
return a.f;
}
//-*****************************************************************************
// IEEE 754 floats can be decremented to the "previous" positive float
// in this manner, for positive float inputs.
inline float
DecrementPositiveFloat (float i_a, int32_t i_inc = 1)
{
typedef union
{
int32_t i;
float f;
} intfloat;
intfloat a;
a.f = i_a;
a.i -= i_inc;
return a.f;
}
//-*****************************************************************************
// From: man isinf
// isinf(x) returns 1 if x is positive infinity, and -1 if x is nega-
// tive infinity.
template <typename T>
inline bool
IsInfinity (T i_f)
{
return (isinf (i_f) == 1);
}
//-*****************************************************************************
// A zero-nan function, which actually zeros inf as well.
template <typename T>
inline T
ZeroNAN (T i_f)
{
if (!isfinite (i_f)) { return (T) 0; }
else { return i_f; }
}
//-*****************************************************************************
template <typename T>
inline T
ClampDepth (T i_depth)
{
if (IsInfinity (i_depth)) { return PXDU_MAX_DEEP_DEPTH; }
else
{
return Imath::clamp (
i_depth, (T) PXDU_MIN_DEEP_DEPTH, (T) PXDU_MAX_DEEP_DEPTH);
}
}
//-*****************************************************************************
template <typename T>
inline T
ClampDz (T i_dz)
{
return Imath::clamp (ZeroNAN (i_dz), (T) 0, (T) PXDU_MAX_DZ);
}
//-*****************************************************************************
template <typename T>
inline T
ClampNonZeroDz (T i_dz)
{
return Imath::clamp (
ZeroNAN (i_dz), (T) PXDU_DZ_OF_ALPHA_1, (T) PXDU_MAX_DZ);
}
//-*****************************************************************************
template <typename T>
inline T
ClampAlpha (T i_alpha)
{
return Imath::clamp (ZeroNAN (i_alpha), (T) 0, (T) 1);
}
//-*****************************************************************************
// "plausible" in this case means not completely transparent, nor
// completely opaque.
template <typename T>
inline T
ClampPlausibleAlpha (T i_alpha)
{
return Imath::clamp (
ZeroNAN (i_alpha),
(T) PXDU_MIN_NON_TRANSPARENT_ALPHA,
(T) PXDU_MAX_NON_OPAQUE_ALPHA);
}
//-*****************************************************************************
template <typename T>
inline double
ClampViz (T i_viz)
{
return Imath::clamp (ZeroNAN (i_viz), (T) 0, (T) 1);
}
//-*****************************************************************************
// "plausible" in this case means not completely transparent, nor
// completely opaque.
template <typename T>
inline T
ClampPlausibleViz (T i_viz)
{
return Imath::clamp (
ZeroNAN (i_viz),
(T) PXDU_MIN_NON_OPAQUE_VIZ,
(T) PXDU_MAX_NON_TRANSPARENT_VIZ);
}
//-*****************************************************************************
// Plausible density is clamped between min non-zero density
// and density of alpha 1.
template <typename T>
inline T
ClampPlausibleDensity (T i_density)
{
return Imath::clamp (
ZeroNAN (i_density),
(T) PXDU_MIN_NON_ZERO_DENSITY,
(T) PXDU_DENSITY_OF_ALPHA_1);
}
//-*****************************************************************************
// 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);
//-*****************************************************************************
// 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);
//-*****************************************************************************
// Plausible density defined above.
inline double
PlausibleDensityFromVizDz (double i_viz, double i_dz)
{
return ClampPlausibleDensity (DensityFromVizDz (i_viz, i_dz));
}
//-*****************************************************************************
// 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);
//-*****************************************************************************
// viz = exp( -dz * density ) // valid for all finite numbers.
// negative densities or dz's will give greater than 1 viz's, which will
// get clamped!
inline double
VizFromDensityDz (double i_density, double i_dz)
{
return ClampViz (exp (-ZeroNAN (i_density * i_dz)));
}
//-*****************************************************************************
// same as above.
inline double
VizFromDensityTimesDz (double i_densityTimesDz)
{
return ClampViz (exp (-ZeroNAN (i_densityTimesDz)));
}
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
// IMF SPECIFIC STUFF
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
//-*****************************************************************************
template <typename T> Imf::PixelType ImfPixelType ();
template <>
inline Imf::PixelType
ImfPixelType<half> ()
{
return Imf::HALF;
}
template <>
inline Imf::PixelType
ImfPixelType<float> ()
{
return Imf::FLOAT;
}
template <>
inline Imf::PixelType
ImfPixelType<uint> ()
{
return Imf::UINT;
}
//-*****************************************************************************
// Handy exception macro.
#define PXDU_THROW(TEXT) \
do \
{ \
std::stringstream sstr; \
sstr << TEXT; \
std::runtime_error exc (sstr.str ()); \
throw (exc); \
} while (0)
} // End namespace PxDeep
#endif