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/*
 * Copyright (c) 2009-2021 jMonkeyEngine
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 *
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 *
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package com.jme3.environment.util;

import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.shape.Quad;
import com.jme3.texture.*;
import com.jme3.texture.image.ColorSpace;
import com.jme3.ui.Picture;
import com.jme3.util.BufferUtils;
import com.jme3.util.TempVars;

import java.nio.ByteBuffer;

import static com.jme3.math.FastMath.*;

/**
 *
 * This class holds several utility method useful for Physically Based
 * Rendering. It allows us to compute useful prefiltered maps from an env map.
 *
 * @author Nehon
 */
public class EnvMapUtils {


    private static final float sqrtPi = sqrt(PI);
    private static final float sqrt3Pi = sqrt(3f / PI);
    private static final float sqrt5Pi = sqrt(5f / PI);
    private static final float sqrt15Pi = sqrt(15f / PI);

    public final static int NUM_SH_COEFFICIENT = 9;
    // See Peter-Pike Sloan paper for these coefficients
    //http://www.ppsloan.org/publications/StupidSH36.pdf
    public static float[] shBandFactor = {1.0f,
        2.0f / 3.0f, 2.0f / 3.0f, 2.0f / 3.0f,
        1.0f / 4.0f, 1.0f / 4.0f, 1.0f / 4.0f, 1.0f / 4.0f, 1.0f / 4.0f};

    public static enum FixSeamsMethod {

        /**
         * wrap texture coordinates
         */
        Wrap,
        /**
         * stretch texture coordinates
         */
        Stretch,
        /**
         * No seams fix
         */
        None
    }

    public static enum GenerationType {
        Fast,
        HighQuality
    }

    /**
     * A private constructor to inhibit instantiation of this class.
     */
    private EnvMapUtils() {
    }

    /**
     * Creates a cube map from 6 images
     *
     * @param leftImg the west side image, also called negative x (negX) or left
     * image
     * @param rightImg the east side image, also called positive x (posX) or
     * right image
     * @param downImg the bottom side image, also called negative y (negY) or
     * down image
     * @param upImg the top side image, also called positive y (posY) or up image
     * @param backImg the south side image, also called positive z (posZ) or
     * back image
     * @param frontImg the north side image, also called negative z (negZ) or
     * front image
     * @param format the format of the image
     * @return a cube map
     */
    public static TextureCubeMap makeCubeMap(Image rightImg, Image leftImg, Image upImg, Image downImg, Image backImg, Image frontImg, Image.Format format) {
        Image cubeImage = new Image(format, leftImg.getWidth(), leftImg.getHeight(), null, ColorSpace.Linear);

        cubeImage.addData(rightImg.getData(0));
        cubeImage.addData(leftImg.getData(0));

        cubeImage.addData(upImg.getData(0));
        cubeImage.addData(downImg.getData(0));

        cubeImage.addData(backImg.getData(0));
        cubeImage.addData(frontImg.getData(0));

        cubeImage.setMipMapSizes(rightImg.getMipMapSizes());

        TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
        cubeMap.setAnisotropicFilter(0);
        cubeMap.setMagFilter(Texture.MagFilter.Bilinear);
        cubeMap.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
        cubeMap.setWrap(Texture.WrapMode.EdgeClamp);

        return cubeMap;
    }
  
    /**
     * Make a duplicate of this cube Map. That means that it's another instant
     * od TextureCubeMap, but the underlying buffers are duplicates of the
     * original ones. see {@link ByteBuffer#duplicate()}
     *
     * Use this if you need to read from the map from multiple threads, it
     * should guaranty the thread safety. Note that if you want to write to the
     * cube map you have to make sure that the different thread do not write to
     * the same area of the buffer. The position, limit and mark are not an
     * issue.
     *
     * @param sourceMap the map to be copied (not null, unaffected)
     * @return a new instance
     */
    public static TextureCubeMap duplicateCubeMap(TextureCubeMap sourceMap) {
        Image srcImg = sourceMap.getImage();
        Image cubeImage = new Image(srcImg.getFormat(), srcImg.getWidth(), srcImg.getHeight(), null, srcImg.getColorSpace());

        for (ByteBuffer d : srcImg.getData()) {
            cubeImage.addData(d.duplicate());
        }

        cubeImage.setMipMapSizes(srcImg.getMipMapSizes());

        TextureCubeMap cubeMap = new TextureCubeMap(cubeImage);
        cubeMap.setAnisotropicFilter(sourceMap.getAnisotropicFilter());
        cubeMap.setMagFilter(sourceMap.getMagFilter());
        cubeMap.setMinFilter(sourceMap.getMinFilter());
        cubeMap.setWrap(sourceMap.getWrap(Texture.WrapAxis.S));

        return cubeMap;
    }

    /**
     * Computes the vector coordinates, for the given x,y texture coordinates
     * and the given cube map face.
     *
     * Also computes the solid angle for those coordinates and returns it.
     *
     * To know what the solid angle is please read this.
     * http://www.codinglabs.net/article_physically_based_rendering.aspx
     *
     *
     * Original solid angle calculation code is from Ignacio Castaño. This
     * formula is from Manne Öhrström's thesis. It takes two coordinates in the
     * range [-1, 1] that define a portion of a cube face and return the area of
     * the projection of that portion on the surface of the sphere.
     *
     * @param x texture coordinate from 0 to 1 in the given cube map face
     * @param y texture coordinate from 0 to 1 in the given cube map face
     * @param mapSize the size of the cube map
     * @param face the face id of the cube map
     * @param store the vector3f where the vector will be stored. don't provide
     * null for this param
     * @return the solid angle for the give parameters
     */
    static float getSolidAngleAndVector(int x, int y, int mapSize, int face, Vector3f store, FixSeamsMethod fixSeamsMethod) {

        if (store == null) {
            throw new IllegalArgumentException("the store parameter must not be null");
        }

        /* transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
         (+ 0.5f is for texel center addressing) */
        float u = (2.0f * (x + 0.5f) / mapSize) - 1.0f;
        float v = (2.0f * (y + 0.5f) / mapSize) - 1.0f;

        getVectorFromCubemapFaceTexCoord(x, y, mapSize, face, store, fixSeamsMethod);

        /* Solid angle weight approximation :
         * U and V are the -1..1 texture coordinate on the current face.
         * Get projected area for this texel */
        float x0, y0, x1, y1;
        float invRes = 1.0f / mapSize;
        x0 = u - invRes;
        y0 = v - invRes;
        x1 = u + invRes;
        y1 = v + invRes;

        return areaElement(x0, y0) - areaElement(x0, y1) - areaElement(x1, y0) + areaElement(x1, y1);
    }

    /**
     * used to compute the solid angle
     *
     * @param x tex coordinates
     * @param y tex coordinates
     * @return
     */
    private static float areaElement(float x, float y) {
        return (float) Math.atan2(x * y, sqrt(x * x + y * y + 1));
    }

    /**
     *
     * Computes the 3 component vector coordinates for the given face and coords
     *
     * @param x the x texture coordinate
     * @param y the y texture coordinate
     * @param mapSize the size of a face of the cube map
     * @param face the face to consider
     * @param store a vector3f where the resulting vector will be stored
     * @param fixSeamsMethod the method to fix the seams
     * @return either store or a new vector
     */
    public static Vector3f getVectorFromCubemapFaceTexCoord(int x, int y, int mapSize, int face, Vector3f store, FixSeamsMethod fixSeamsMethod) {
        if (store == null) {
            store = new Vector3f();
        }

        float u;
        float v;

        if (fixSeamsMethod == FixSeamsMethod.Stretch) {
            /* Code from Nvtt : https://github.com/castano/nvidia-texture-tools/blob/master/src/nvtt/CubeSurface.cpp#L77
             * transform from [0..res - 1] to [-1 .. 1], match up edges exactly. */
            u = (2.0f * x / (mapSize - 1.0f)) - 1.0f;
            v = (2.0f * y / (mapSize - 1.0f)) - 1.0f;
        } else {
            //Done if any other fix method or no fix method is set
            /* transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
             * (+ 0.5f is for texel center addressing) */
            u = (2.0f * (x + 0.5f) / mapSize) - 1.0f;
            v = (2.0f * (y + 0.5f) / mapSize) - 1.0f;
        }

        if (fixSeamsMethod == FixSeamsMethod.Wrap) {
            // Warp texel centers in the proximity of the edges.
            float a = pow(mapSize, 2.0f) / pow(mapSize - 1f, 3.0f);
            u = a * pow(u, 3f) + u;
            v = a * pow(v, 3f) + v;
        }

        //compute vector depending on the face
        // Code from Nvtt : https://github.com/castano/nvidia-texture-tools/blob/master/src/nvtt/CubeSurface.cpp#L101
        switch (face) {
            case 0:
                store.set(1f, -v, -u);
                break;
            case 1:
                store.set(-1f, -v, u);
                break;
            case 2:
                store.set(u, 1f, v);
                break;
            case 3:
                store.set(u, -1f, -v);
                break;
            case 4:
                store.set(u, -v, 1f);
                break;
            case 5:
                store.set(-u, -v, -1.0f);
                break;
        }

        return store.normalizeLocal();
    }

    /**
     *
     * Computes the texture coordinates and the face of the cube map from the
     * given vector
     *
     * @param texelVect the vector to fetch texels from the cube map
     * @param fixSeamsMethod the method to fix the seams
     * @param mapSize the size of one face of the cube map
     * @param store a Vector2f where the texture coordinates will be stored
     * @return the face from which to fetch the texel
     */
    public static int getCubemapFaceTexCoordFromVector(Vector3f texelVect, int mapSize, Vector2f store, FixSeamsMethod fixSeamsMethod) {

        float u = 0, v = 0, bias = 0;
        int face;
        float absX = abs(texelVect.x);
        float absY = abs(texelVect.y);
        float absZ = abs(texelVect.z);
        float max = Math.max(Math.max(absX, absY), absZ);
        if (max == absX) {
            face = texelVect.x > 0 ? 0 : 1;
        } else if (max == absY) {
            face = texelVect.y > 0 ? 2 : 3;
        } else {
            face = texelVect.z > 0 ? 4 : 5;
        }

        //compute vector depending on the face
        // Code from Nvtt : http://code.google.com/p/nvidia-texture-tools/source/browse/trunk/src/nvtt/CubeSurface.cpp
        switch (face) {
            case 0:
                //store.set(1f, -v, -u, 0);
                bias = 1f / texelVect.x;
                u = -texelVect.z;
                v = -texelVect.y;
                break;
            case 1:
                // store.set(-1f, -v, u, 0);
                bias = -1f / texelVect.x;
                u = texelVect.z;
                v = -texelVect.y;
                break;
            case 2:
                //store.set(u, 1f, v, 0);
                bias = 1f / texelVect.y;
                u = texelVect.x;
                v = texelVect.z;
                break;
            case 3:
                //store.set(u, -1f, -v, 0);
                bias = -1f / texelVect.y;
                u = texelVect.x;
                v = -texelVect.z;
                break;
            case 4:
                //store.set(u, -v, 1f, 0);
                bias = 1f / texelVect.z;
                u = texelVect.x;
                v = -texelVect.y;
                break;
            case 5:
                //store.set(-u, -v, -1.0f, 0);
                bias = -1f / texelVect.z;
                u = -texelVect.x;
                v = -texelVect.y;
                break;
        }
        u *= bias;
        v *= bias;

        if (fixSeamsMethod == FixSeamsMethod.Stretch) {
            /* Code from Nvtt : http://code.google.com/p/nvidia-texture-tools/source/browse/trunk/src/nvtt/CubeSurface.cpp
             * transform from [0..res - 1] to [-1 .. 1], match up edges exactly. */
            u = Math.round((u + 1.0f) * (mapSize - 1.0f) * 0.5f);
            v = Math.round((v + 1.0f) * (mapSize - 1.0f) * 0.5f);
        } else {
            //Done if any other fix method or no fix method is set
            /* transform from [0..res - 1] to [- (1 - 1 / res) .. (1 - 1 / res)]
             * (+ 0.5f is for texel center addressing) */
            u = Math.round((u + 1.0f) * mapSize * 0.5f - 0.5f);
            v = Math.round((v + 1.0f) * mapSize * 0.5f - 0.5f);

        }

        store.set(u, v);
        return face;
    }

    public static int getSampleFromMip(int mipLevel, int miptot) {
        return mipLevel == 0 ? 1 : Math.min(1 << (miptot - 1 + (mipLevel) * 2), 8192);
    }


    //see Lagarde's paper https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
    //linear roughness
    public static float getRoughnessFromMip(int miplevel, int miptot) {
        float step = 1f / ((float) miptot - 1);
        step *= miplevel;
        return step * step;
    }

    public static float getMipFromRoughness(float roughness, int miptot) {
        return FastMath.sqrt(roughness) * (miptot - 1);
    }

    /**
     * same as
     * {@link #getSphericalHarmonicsCoefficents(com.jme3.texture.TextureCubeMap, com.jme3.environment.util.EnvMapUtils.FixSeamsMethod)}
     * the fix method used is {@link FixSeamsMethod#Wrap}
     *
     * @param cubeMap the environment cube map to compute SH for
     * @return an array of 9 vectors representing the coefficients for each
     * RGB channel
     */
    public static Vector3f[] getSphericalHarmonicsCoefficents(TextureCubeMap cubeMap) {
        return getSphericalHarmonicsCoefficents(cubeMap, FixSeamsMethod.Wrap);
    }

    /**
     * Returns the Spherical Harmonics coefficients for this cube map.
     *
     * The method used is the one from this article:
     * http://graphics.stanford.edu/papers/envmap/envmap.pdf
     *
     * Another good resource for spherical harmonics:
     * http://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/
     *
     * @param cubeMap the environment cube map to compute SH for
     * @param fixSeamsMethod method to fix seams when computing the SH
     * coefficients
     * @return an array of 9 vectors representing the coefficients for each
     * RGB channel
     */
    public static Vector3f[] getSphericalHarmonicsCoefficents(TextureCubeMap cubeMap, FixSeamsMethod fixSeamsMethod) {

        Vector3f[] shCoef = new Vector3f[NUM_SH_COEFFICIENT];

        float[] shDir = new float[9];
        float weightAccum = 0.0f;
        float weight;

        if (cubeMap.getImage().getData(0) == null) {
            throw new IllegalStateException("The cube map must contain Efficient data, if you rendered the cube map on the GPU please use renderer.readFrameBuffer, to create a CPU image");
        }

        int width = cubeMap.getImage().getWidth();
        int height = cubeMap.getImage().getHeight();

        Vector3f texelVect = new Vector3f();
        ColorRGBA color = new ColorRGBA();

        CubeMapWrapper envMapReader = new CubeMapWrapper(cubeMap);
        for (int face = 0; face < 6; face++) {
            for (int y = 0; y < height; y++) {
                for (int x = 0; x < width; x++) {

                    weight = getSolidAngleAndVector(x, y, width, face, texelVect, fixSeamsMethod);

                    evalShBasis(texelVect, shDir);

                    envMapReader.getPixel(x, y, face, color);

                    for (int i = 0; i < NUM_SH_COEFFICIENT; i++) {

                        if (shCoef[i] == null) {
                            shCoef[i] = new Vector3f();
                        }

                        shCoef[i].setX(shCoef[i].x + color.r * shDir[i] * weight);
                        shCoef[i].setY(shCoef[i].y + color.g * shDir[i] * weight);
                        shCoef[i].setZ(shCoef[i].z + color.b * shDir[i] * weight);
                    }

                    weightAccum += weight;
                }
            }
        }

        /* Normalization - The sum of solid angle should be equal to the solid angle of the sphere (4 PI), so
         * normalize in order our weightAccum exactly match 4 PI. */
        for (int i = 0; i < NUM_SH_COEFFICIENT; ++i) {
            shCoef[i].multLocal(4.0f * PI / weightAccum);
        }
        return shCoef;
    }

    /**
     * Computes SH coefficient for a given textel dir The method used is the one
     * from this article : http://graphics.stanford.edu/papers/envmap/envmap.pdf
     *
     * @param texelVect the input texel (not null, unaffected)
     * @param shDir storage for the results
     */
    public static void evalShBasis(Vector3f texelVect, float[] shDir) {

        float xV = texelVect.x;
        float yV = texelVect.y;
        float zV = texelVect.z;

        float x2 = xV * xV;
        float y2 = yV * yV;
        float z2 = zV * zV;

        shDir[0] = (1f / (2f * sqrtPi));
        shDir[1] = -(sqrt3Pi * yV) / 2f;
        shDir[2] = (sqrt3Pi * zV) / 2f;
        shDir[3] = -(sqrt3Pi * xV) / 2f;
        shDir[4] = (sqrt15Pi * xV * yV) / 2f;
        shDir[5] = -(sqrt15Pi * yV * zV) / 2f;
        shDir[6] = (sqrt5Pi * (-1f + 3f * z2)) / 4f;
        shDir[7] = -(sqrt15Pi * xV * zV) / 2f;
        shDir[8] = sqrt15Pi * (x2 - y2) / 4f;
    }

    public static void prepareShCoefs(Vector3f[] shCoefs) {

        float coef0 = (1f / (2f * sqrtPi));
        float coef1 = -sqrt3Pi / 2f;
        float coef2 = -coef1;
        float coef3 = coef1;
        float coef4 = sqrt15Pi / 2f;
        float coef5 = -coef4;
        float coef6 = sqrt5Pi / 4f;
        float coef7 = coef5;
        float coef8 = sqrt15Pi / 4f;

        shCoefs[0].multLocal(coef0).multLocal(shBandFactor[0]);
        shCoefs[1].multLocal(coef1).multLocal(shBandFactor[1]);
        shCoefs[2].multLocal(coef2).multLocal(shBandFactor[2]);
        shCoefs[3].multLocal(coef3).multLocal(shBandFactor[3]);
        shCoefs[4].multLocal(coef4).multLocal(shBandFactor[4]);
        shCoefs[5].multLocal(coef5).multLocal(shBandFactor[5]);
        shCoefs[6].multLocal(coef6).multLocal(shBandFactor[6]);
        shCoefs[7].multLocal(coef7).multLocal(shBandFactor[7]);
        shCoefs[8].multLocal(coef8).multLocal(shBandFactor[8]);
    }


    public static Vector4f getHammersleyPoint(int i, final int nbrSample, Vector4f store) {
        if (store == null) {
            store = new Vector4f();
        }
        float phi;
        long ui = i;
        store.setX(i / (float) nbrSample);

        /* From http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
         * Radical Inverse : Van der Corput */
        ui = (ui << 16) | (ui >> 16);
        ui = ((ui & 0x55555555) << 1) | ((ui & 0xAAAAAAAA) >>> 1);
        ui = ((ui & 0x33333333) << 2) | ((ui & 0xCCCCCCCC) >>> 2);
        ui = ((ui & 0x0F0F0F0F) << 4) | ((ui & 0xF0F0F0F0) >>> 4);
        ui = ((ui & 0x00FF00FF) << 8) | ((ui & 0xFF00FF00) >>> 8);

        ui = ui & 0xffffffff;
        store.setY(2.3283064365386963e-10f * ui); /* 0x100000000 */

        phi = 2.0f * PI * store.y;
        store.setZ(cos(phi));
        store.setW(sin(phi));

        return store;
    }

    public static Vector3f importanceSampleGGX(Vector4f xi, float a2, Vector3f normal, Vector3f store, TempVars vars) {
        if (store == null) {
            store = new Vector3f();
        }

        float cosTheta = sqrt((1f - xi.x) / (1f + (a2 - 1f) * xi.x));
        float sinTheta = sqrt(1f - cosTheta * cosTheta);

        float sinThetaCosPhi = sinTheta * xi.z;//xi.z is cos(phi)
        float sinThetaSinPhi = sinTheta * xi.w;//xi.w is sin(phi)

        Vector3f upVector = Vector3f.UNIT_X;

        if (abs(normal.z) < 0.999) {
            upVector = Vector3f.UNIT_Y;
        }

        Vector3f tangentX = vars.vect3.set(upVector).crossLocal(normal).normalizeLocal();
        Vector3f tangentY = vars.vect4.set(normal).crossLocal(tangentX);

        // Tangent to world space
        tangentX.multLocal(sinThetaCosPhi);
        tangentY.multLocal(sinThetaSinPhi);
        vars.vect5.set(normal).multLocal(cosTheta);

        // Tangent to world space
        store.set(tangentX).addLocal(tangentY).addLocal(vars.vect5);

        return store;
    }

    /**
     * Creates a debug Node of the given cube map to attach to the gui node
     *
     * the cube map is layered this way :
     * 
     *         _____
     *        |     |
     *        | +Y  |
     *   _____|_____|_____ _____
     *  |     |     |     |     |
     *  | -X  | +Z  | +X  | -Z  |
     *  |_____|_____|_____|_____|
     *        |     |
     *        | -Y  |
     *        |_____|
     *
     *
* * @param cubeMap the cube map * @param assetManager the asset Manager * @return a new Node */ public static Node getCubeMapCrossDebugView(TextureCubeMap cubeMap, AssetManager assetManager) { Node n = new Node("CubeMapDebug" + cubeMap.getName()); int size = cubeMap.getImage().getWidth(); Picture[] pics = new Picture[6]; float ratio = 128f / size; for (int i = 0; i < 6; i++) { pics[i] = new Picture("bla"); Texture2D tex = new Texture2D(new Image(cubeMap.getImage().getFormat(), size, size, cubeMap.getImage().getData(i), cubeMap.getImage().getColorSpace())); pics[i].setTexture(assetManager, tex, true); pics[i].setWidth(size); pics[i].setHeight(size); n.attachChild(pics[i]); } pics[0].setLocalTranslation(size, size * 2, 1); pics[0].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[1].setLocalTranslation(size * 3, size * 2, 1); pics[1].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[2].setLocalTranslation(size * 2, size * 3, 1); pics[2].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[3].setLocalTranslation(size * 2, size, 1); pics[3].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[4].setLocalTranslation(size * 2, size * 2, 1); pics[4].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[5].setLocalTranslation(size * 4, size * 2, 1); pics[5].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); Quad q = new Quad(size * 4, size * 3); Geometry g = new Geometry("bg", q); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Black); g.setMaterial(mat); g.setLocalTranslation(0, 0, 0); n.attachChild(g); n.setLocalScale(ratio); return n; } public static Node getCubeMapCrossDebugViewWithMipMaps(TextureCubeMap cubeMap, AssetManager assetManager) { Node n = new Node("CubeMapDebug" + cubeMap.getName()); int size = cubeMap.getImage().getWidth(); int nbMips = cubeMap.getImage().getMipMapSizes().length; Picture[] pics = new Picture[6*nbMips]; float ratio = 1f;// 128f / (float) size; int offset = 0; int guiOffset = 0; for (int mipLevel = 0; mipLevel < nbMips; mipLevel++) { size = Math.max(1, cubeMap.getImage().getWidth() >> mipLevel); int dataSize = cubeMap.getImage().getMipMapSizes()[mipLevel]; byte[] dataArray = new byte[dataSize]; for (int i = 0; i < 6; i++) { ByteBuffer bb = cubeMap.getImage().getData(i); bb.rewind(); bb.position(offset); bb.get(dataArray, 0, dataSize); ByteBuffer data = BufferUtils.createByteBuffer(dataArray); pics[i] = new Picture("bla"); Texture2D tex = new Texture2D(new Image(cubeMap.getImage().getFormat(), size, size, data, cubeMap.getImage().getColorSpace())); pics[i].setTexture(assetManager, tex, true); pics[i].setWidth(size); pics[i].setHeight(size); n.attachChild(pics[i]); } pics[0].setLocalTranslation(guiOffset + size, guiOffset + size * 2, 1); pics[0].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[1].setLocalTranslation(guiOffset + size * 3, guiOffset + size * 2, 1); pics[1].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[2].setLocalTranslation(guiOffset + size * 2, guiOffset + size * 3, 1); pics[2].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[3].setLocalTranslation(guiOffset + size * 2, guiOffset + size, 1); pics[3].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[4].setLocalTranslation(guiOffset + size * 2, guiOffset + size * 2, 1); pics[4].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); pics[5].setLocalTranslation(guiOffset + size * 4, guiOffset + size * 2, 1); pics[5].setLocalRotation(new Quaternion().fromAngleAxis(PI, Vector3f.UNIT_Z)); guiOffset+=size *2+1; offset += dataSize; } Quad q = new Quad(cubeMap.getImage().getWidth() * 4 + nbMips, guiOffset + size); Geometry g = new Geometry("bg", q); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setColor("Color", ColorRGBA.Black); g.setMaterial(mat); g.setLocalTranslation(0, 0, 0); n.attachChild(g); n.setLocalScale(ratio); return n; } /** * initialize the irradiance map * @param size the size of the map * @param imageFormat the format of the image * @return the initialized Irradiance map */ public static TextureCubeMap createIrradianceMap(int size, Image.Format imageFormat) { TextureCubeMap irrMap = new TextureCubeMap(size, size, imageFormat); irrMap.setMagFilter(Texture.MagFilter.Bilinear); irrMap.setMinFilter(Texture.MinFilter.BilinearNoMipMaps); irrMap.getImage().setColorSpace(ColorSpace.Linear); return irrMap; } /** * initialize the pem map * @param size the size of the map * @param imageFormat the format of the image * @return the initialized prefiltered env map */ public static TextureCubeMap createPrefilteredEnvMap(int size, Image.Format imageFormat) { TextureCubeMap pem = new TextureCubeMap(size, size, imageFormat); pem.setMagFilter(Texture.MagFilter.Bilinear); pem.setMinFilter(Texture.MinFilter.Trilinear); pem.getImage().setColorSpace(ColorSpace.Linear); int nbMipMap = Math.min(6, (int) (Math.log(size) / Math.log(2))); CubeMapWrapper targetWrapper = new CubeMapWrapper(pem); targetWrapper.initMipMaps(nbMipMap); return pem; } }




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