* Compile fixes for voxeldata.c (thanks jms)

* Fixed a typo in the patch that made trilinear interpolation really slow

* Replaced the patch's trilinear interpolation code with the existing trilinear code from pbrt / light cache (first stage of unifying this voxel interpolation code)
This commit is contained in:
Matt Ebb
2008-12-14 02:22:29 +00:00
parent c2f037da07
commit 5f55aa43d0
2 changed files with 64 additions and 18 deletions

View File

@@ -150,7 +150,7 @@ static float D(ShadeInput *shi, int rgb, int x, int y, int z)
return shi->obi->volume_precache[rgb*res*res*res + x*res*res + y*res + z];
}
inline float lerp(float t, float v1, float v2) {
static inline float lerp(float t, float v1, float v2) {
return (1.f - t) * v1 + t * v2;
}

View File

@@ -44,7 +44,7 @@
#include "texture.h"
/*---------------------------Utils----------------------------------------*/
int _I(int x,int y,int z,int n)
static inline int _I(int x,int y,int z,int n)
{
return (z*(n)+y)*(n)+x;
}
@@ -67,6 +67,51 @@ float Linear(float xx,float yy,float zz,float *x0,int n)
}
static float D(float *data, const int res, int x, int y, int z)
{
CLAMP(x, 0, res-1);
CLAMP(y, 0, res-1);
CLAMP(z, 0, res-1);
return data[ _I(x, y, z, res) ];
}
static inline float lerp(float t, float v1, float v2) {
return (1.f - t) * v1 + t * v2;
}
/* trilinear interpolation */
static float trilinear(float *data, const int res, float *co)
{
float voxx, voxy, voxz;
int vx, vy, vz;
float dx, dy, dz;
float d00, d10, d01, d11, d0, d1, d_final;
float dim[3];
if (!data) return;
voxx = co[0] * res - 0.5f;
voxy = co[1] * res - 0.5f;
voxz = co[2] * res - 0.5f;
vx = (int)voxx; vy = (int)voxy; vz = (int)voxz;
dx = voxx - vx; dy = voxy - vy; dz = voxz - vz;
d00 = lerp(dx, D(data, res, vx, vy, vz), D(data, res, vx+1, vy, vz));
d10 = lerp(dx, D(data, res, vx, vy+1, vz), D(data, res, vx+1, vy+1, vz));
d01 = lerp(dx, D(data, res, vx, vy, vz+1), D(data, res, vx+1, vy, vz+1));
d11 = lerp(dx, D(data, res, vx, vy+1, vz+1), D(data, res, vx+1, vy+1, vz+1));
d0 = lerp(dy, d00, d10);
d1 = lerp(dy, d01, d11);
d_final = lerp(dz, d0, d1);
return d_final;
}
int C[64][64] = {
{ 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
@@ -196,14 +241,16 @@ float tricubic_eval(float a[64], float x, float y, float z) {
float tricubic(float xx,float yy,float zz,float *heap,int n)
{
int xi,yi,zi;
int xi,yi,zi;
float dx,dy,dz;
float a[64];
if (xx<0.5) xx=0.5f; if (xx>n+0.5) xx=n+0.5f; xi=(int)xx;
if (yy<0.5) yy=0.5f; if (yy>n+0.5) yy=n+0.5f; yi=(int)yy;
if (zz<0.5) zz=0.5f; if (zz>n+0.5) zz=n+0.5f; zi=(int)zz;
float a[64];
{
float fval[8]={heap[_I(xi,yi,zi,n)],heap[_I(xi+1,yi,zi,n)],heap[_I(xi,yi+1,zi,n)],heap[_I(xi+1,yi+1,zi,n)],heap[_I(xi,yi,zi+1,n)],heap[_I(xi+1,yi,zi+1,n)],heap[_I(xi,yi+1,zi+1,n)],heap[_I(xi+1,yi+1,zi+1,n)]};
float dfdxval[8]={0.5f*(heap[_I(xi+1,yi,zi,n)]-heap[_I(xi-1,yi,zi,n)]),0.5f*(heap[_I(xi+2,yi,zi,n)]-heap[_I(xi,yi,zi,n)]),
@@ -261,12 +308,14 @@ float tricubic(float xx,float yy,float zz,float *heap,int n)
0.125f*(heap[_I(xi+2,yi+1,zi+2,n)]-heap[_I(xi,yi+1,zi+2,n)]-heap[_I(xi+2,yi-1,zi+2,n)]+heap[_I(xi,yi-1,zi+2,n)]-heap[_I(xi+2,yi+1,zi,n)]+heap[_I(xi,yi+1,zi,n)]+heap[_I(xi+2,yi-1,zi,n)]-heap[_I(xi,yi-1,zi,n)]),
0.125f*(heap[_I(xi+1,yi+2,zi+2,n)]-heap[_I(xi-1,yi+2,zi+2,n)]-heap[_I(xi+1,yi,zi+2,n)]+heap[_I(xi-1,yi,zi+2,n)]-heap[_I(xi+1,yi+2,zi,n)]+heap[_I(xi-1,yi+2,zi,n)]+heap[_I(xi+1,yi,zi,n)]-heap[_I(xi-1,yi,zi,n)]),
0.125f*(heap[_I(xi+2,yi+2,zi+2,n)]-heap[_I(xi,yi+2,zi+2,n)]-heap[_I(xi+2,yi,zi+2,n)]+heap[_I(xi,yi,zi+2,n)]-heap[_I(xi+2,yi+2,zi,n)]+heap[_I(xi,yi+2,zi,n)]+heap[_I(xi+2,yi,zi,n)]-heap[_I(xi,yi,zi,n)])};
tricubic_get_coeff(a,fval,dfdxval,dfdyval,dfdzval,d2fdxdyval,d2fdxdzval,d2fdydzval,d3fdxdydzval);
float dx=xx-xi;
float dy=yy-yi;
float dz=zz-zi;
}
dx = xx-xi;
dy = yy-yi;
dz = zz-zi;
return tricubic_eval(a,dx,dy,dz);
@@ -390,7 +439,7 @@ int voxeldatatex(struct Tex *tex, float *texvec, struct TexResult *texres)
xi=co[0]/dx;
yi=co[1]/dy;
zi=co[2]/dz;
xf=co[0]/dx;
yf=co[1]/dy;
zf=co[2]/dz;
@@ -401,29 +450,24 @@ int voxeldatatex(struct Tex *tex, float *texvec, struct TexResult *texres)
{
if (zi>1 && zi<resolZ)
{
switch (vd->interp_type)
{
case TEX_VD_NEARESTNEIGHBOR:
{
texres->tin = vd->dataset[_I(xi,yi,zi,resolX)];
BRICONT;
break;
}
case TEX_VD_LINEAR:
{
texres->tin = Linear(xf,yf,zf,vd->dataset,resolX);
texres->tin = trilinear(vd->dataset, resolX, co);
break;
}
case TEX_VD_TRICUBIC:
{
texres->tin = tricubic(xf,yf,zf,vd->dataset,resolX);
break;
}
}
} else fail++;
} else fail++;
} else fail++;
@@ -432,6 +476,8 @@ int voxeldatatex(struct Tex *tex, float *texvec, struct TexResult *texres)
texres->tin *= vd->int_multiplier;
BRICONT;
texres->tr = texres->tin;
texres->tg = texres->tin;
texres->tb = texres->tin;