Пример #1
0
bool plDistributor::IFailsProbBitmap(int iFace, const Point3& bary) const
{
    // If we don't have a probability map, or we don't have
    // valid coordinates into it, just return false. That is,
    // with no valid probability map, everything goes.
    int uvwChan = 1;
    Matrix3 uvtrans(true);
    Bitmap* bm = nil;
    UINT filtType = BMM_FILTER_PYRAMID;
    if( fProbBitmapTex )
    {
        uvwChan = fProbBitmapTex->GetMapChannel();
        fProbBitmapTex->GetUVTransform(uvtrans);

        bm = fProbBitmapTex->GetBitmap(TimeValue(0));

        if( bm && !bm->HasFilter() )
        {
            switch( fProbBitmapTex->GetFilterType() )
            {
            default:
            case FILTER_PYR:
                filtType = BMM_FILTER_PYRAMID;
                break;
            case FILTER_SAT:
                filtType = BMM_FILTER_SUM;
                break;
            case FILTER_NADA:
                filtType = BMM_FILTER_NONE;
                break;
            }
        }
    }
    else if( fProbLayerTex )
    {
        uvwChan = fProbLayerTex->GetMapChannel();
        fProbLayerTex->GetUVTransform(uvtrans);

        bm = fProbLayerTex->GetBitmap(TimeValue(0));

    }

    if( !bm )
        return false;

    if( !bm->HasFilter() )
        bm->SetFilter(filtType);

    bm->PrepareGChannels(&bm->Storage()->bi);

    if( !fSurfMesh->mapSupport(uvwChan) )
        return false;

    if( !fSurfMesh->mapFaces(uvwChan) || !fSurfMesh->mapVerts(uvwChan) )
        return false;

    // Lookup the appropriate texel value
    Point3 uvw;
    uvw = fSurfMesh->mapVerts(uvwChan)[fSurfMesh->mapFaces(uvwChan)[iFace].getTVert(0)] * bary[0];
    uvw += fSurfMesh->mapVerts(uvwChan)[fSurfMesh->mapFaces(uvwChan)[iFace].getTVert(1)] * bary[1];
    uvw += fSurfMesh->mapVerts(uvwChan)[fSurfMesh->mapFaces(uvwChan)[iFace].getTVert(2)] * bary[2];

    uvw = uvw * uvtrans;

    float fu = uvw.x - int(uvw.x);
    if( fu < 0 )
        fu += 1.f;
    float fv = 1.0f - (uvw.y - int(uvw.y));
    if( fv < 0 )
        fv += 1.f;
    float du = 1.f / bm->Width();
    float dv = 1.f / bm->Height();

    BMM_Color_fl evCol;
    bm->GetFiltered(fu, fv, du, dv, &evCol);
    
    float frac;
    switch( fProbColorChan )
    {
    case kRed:
        frac = evCol.r;
        break;
    case kGreen:
        frac = evCol.g;
        break;
    case kBlue:
        frac = evCol.b;
        break;
    case kAlpha:
        frac = evCol.a;
        break;
    case kAverageRedGreen:
        frac = (evCol.r + evCol.g) / 2.f;
        break;
    case kAverageRedGreenTimesAlpha:
        frac = (evCol.r + evCol.g) / 2.f * evCol.a;
        break;
    case kAverage:
        frac = (evCol.r + evCol.g + evCol.b ) / 3.f;
        break;
    case kAverageTimesAlpha:
        frac = (evCol.r + evCol.g + evCol.b ) / 3.f * evCol.a;
        break;
    case kMax:
    case kMaxColor:
        frac = hsMaximum(evCol.r, hsMaximum(evCol.g, evCol.b));
        break;
    case kMaxColorTimesAlpha:
        frac = hsMaximum(evCol.r, hsMaximum(evCol.g, evCol.b)) * evCol.a;
        break;
    case kMaxRedGreen:
        frac = hsMaximum(evCol.r, evCol.g);
        break;
    case kMaxRedGreenTimesAlpha:
        frac = hsMaximum(evCol.r, evCol.g) * evCol.a;
        break;
    }

    if( fProbRemapFromHi != fProbRemapFromLo )
        frac = fProbRemapToLo + (frac - fProbRemapFromLo) / (fProbRemapFromHi - fProbRemapFromLo) * (fProbRemapToHi - fProbRemapToLo);
    else
        frac = frac > fProbRemapFromHi ? fProbRemapToHi : fProbRemapToLo;

    return frac < fRand.RandZeroToOne();
}