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- using System.Collections.Generic;
- using UnityEngine;
- using UnityEditor;
- [CustomEditor(typeof(ProceduralTexture2D)), CanEditMultipleObjects]
- public class ProceduralTexture2DEditor : Editor
- {
- ProceduralTexture2D[] targetAssets;
- public void OnEnable()
- {
- Object[] monoObjects = targets;
- targetAssets = new ProceduralTexture2D[monoObjects.Length];
- for (int i = 0; i < monoObjects.Length; i++)
- {
- targetAssets[i] = monoObjects[i] as ProceduralTexture2D;
- }
- }
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
- // Input Texture
- EditorGUI.BeginChangeCheck();
- EditorGUILayout.PropertyField(serializedObject.FindProperty("input"), new GUIContent("Texture"));
- if (EditorGUI.EndChangeCheck())
- {
- serializedObject.ApplyModifiedProperties();
- CopyInputTextureImportType(targetAssets[0]);
- }
- GUILayout.Space(10);
- // Texture Type
- EditorGUILayout.PropertyField(serializedObject.FindProperty("type"), new GUIContent("Texture Type"));
- // Include alpha for color textures
- if ((ProceduralTexture2D.TextureType)serializedObject.FindProperty("type").enumValueIndex == ProceduralTexture2D.TextureType.Color)
- EditorGUILayout.PropertyField(serializedObject.FindProperty("includeAlpha"), new GUIContent("Include Alpha"));
- GUILayout.Space(10);
- // Filtering
- EditorGUILayout.PropertyField(serializedObject.FindProperty("generateMipMaps"), new GUIContent("Generate Mip Maps"));
- EditorGUILayout.PropertyField(serializedObject.FindProperty("filterMode"), new GUIContent("Filter mode"));
- Rect sliderRect = GUILayoutUtility.GetLastRect();
- if (serializedObject.FindProperty("generateMipMaps").boolValue == true)
- {
- sliderRect = new Rect(sliderRect.x, sliderRect.y + sliderRect.height, sliderRect.width, sliderRect.height);
- PropertyIntSlider(sliderRect, serializedObject.FindProperty("anisoLevel"), 0, 16, new GUIContent("Aniso Level"));
- GUILayoutUtility.GetRect(new GUIContent("Aniso Level"), EditorStyles.label);
- }
- GUILayout.Space(10);
- // Compression
- EditorGUILayout.PropertyField(serializedObject.FindProperty("compressionQuality"), new GUIContent("Compression"));
- // Memory size display
- string size = targetAssets.Length == 1 && targetAssets[0].memoryUsageBytes > 0 ?
- SizeSuffix(targetAssets[0].memoryUsageBytes) : "--";
- EditorGUILayout.LabelField("Size in memory: " + size, EditorStyles.centeredGreyMiniLabel);
- GUILayout.Space(10);
- // Apply changes button
- GUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
- if (GUILayout.Button("Apply"))
- for (int i = 0; i < targetAssets.Length; i++)
- PreprocessData(targetAssets[i]);
- GUILayout.EndHorizontal();
- // Normal compression warning
- if (targetAssets[0].type == ProceduralTexture2D.TextureType.Normal && targetAssets[0].compressionQuality != ProceduralTexture2D.CompressionLevel.HighQuality)
- EditorGUILayout.HelpBox("High quality compression recommended for normal maps", MessageType.Info);
- // Unapplied changes warning
- if (UnappliedSettingChanges(targetAssets[0]) == true)
- EditorGUILayout.HelpBox("Unapplied settings", MessageType.Info);
- serializedObject.ApplyModifiedProperties();
- }
- // A slider function that takes a SerializedProperty
- void PropertyIntSlider(Rect position, SerializedProperty property, int leftValue, int rightValue, GUIContent label)
- {
- label = EditorGUI.BeginProperty(position, label, property);
- EditorGUI.BeginChangeCheck();
- var newValue = EditorGUI.IntSlider(position, label, property.intValue, leftValue, rightValue);
- if (EditorGUI.EndChangeCheck())
- property.intValue = newValue;
- EditorGUI.EndProperty();
- }
- private readonly string[] SizeSuffixes =
- { "bytes", "KB", "MB", "GB", "TB", "PB", "EB", "ZB", "YB" };
- private string SizeSuffix(long value, int decimalPlaces = 1)
- {
- if (value < 0) { return "-" + SizeSuffix(-value); }
- if (value == 0) { return string.Format("{0:n" + decimalPlaces + "} bytes", 0); }
- // mag is 0 for bytes, 1 for KB, 2, for MB, etc.
- int mag = (int)Mathf.Log(value, 1024);
- // 1L << (mag * 10) == 2 ^ (10 * mag)
- // [i.e. the number of bytes in the unit corresponding to mag]
- decimal adjustedSize = (decimal)value / (1L << (mag * 10));
- // make adjustment when the value is large enough that
- // it would round up to 1000 or more
- if (System.Math.Round(adjustedSize, decimalPlaces) >= 1000)
- {
- mag += 1;
- adjustedSize /= 1024;
- }
- return string.Format("{0:n" + decimalPlaces + "} {1}",
- adjustedSize,
- SizeSuffixes[mag]);
- }
- private void CopyInputTextureImportType(ProceduralTexture2D target)
- {
- string path = AssetDatabase.GetAssetPath(target.input);
- TextureImporter inputImporter = (TextureImporter)TextureImporter.GetAtPath(path);
- switch (inputImporter.textureType)
- {
- case TextureImporterType.NormalMap:
- target.type = ProceduralTexture2D.TextureType.Normal;
- break;
- default:
- target.type = ProceduralTexture2D.TextureType.Color;
- break;
- }
- }
- private bool UnappliedSettingChanges(ProceduralTexture2D target)
- {
- if(target.currentInput != target.input
- || target.currentIncludeAlpha != target.includeAlpha
- || target.currentGenerateMipMaps != target.generateMipMaps
- || target.currentFilterMode != target.filterMode
- || target.currentAnisoLevel != target.anisoLevel
- || target.currentCompressionQuality != target.compressionQuality)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- /*********************************************************************/
- /*********************************************************************/
- /*************Procedural Stochastic Texturing Pre-process*************/
- /*********************************************************************/
- /*********************************************************************/
- const float GAUSSIAN_AVERAGE = 0.5f; // Expectation of the Gaussian distribution
- const float GAUSSIAN_STD = 0.1666f; // Std of the Gaussian distribution
- const int LUT_WIDTH = 128; // Size of the look-up table
- private static int stepCounter = 0;
- private static int totalSteps = 0;
- struct TextureData
- {
- public Color[] data;
- public int width;
- public int height;
- public TextureData(int w, int h)
- {
- width = w;
- height = h;
- data = new Color[w * h];
- }
- public TextureData(TextureData td)
- {
- width = td.width;
- height = td.height;
- data = new Color[width * height];
- for (int y = 0; y < height; y++)
- for (int x = 0; x < width; x++)
- data[y * width + x] = td.data[y * width + x];
- }
- public Color GetColor(int w, int h)
- {
- return data[h * width + w];
- }
- public ref Color GetColorRef(int w, int h)
- {
- return ref data[h * width + w];
- }
- public void SetColorAt(int w, int h, Color value)
- {
- data[h * width + w] = value;
- }
- };
- private static void PreprocessData(ProceduralTexture2D target)
- {
- if (target.input == null)
- return;
- // Init progress bar
- stepCounter = 0;
- totalSteps = (target.type != ProceduralTexture2D.TextureType.Other ? 4 : 0) + (target.type != ProceduralTexture2D.TextureType.Other ? 9 : 12) + 1;
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", target.name, (float)stepCounter / (totalSteps - 1));
- // Section 1.4 Improvement: using a decorrelated color space for Color RGB and Normal XYZ textures
- TextureFormat inputFormat = TextureFormat.RGB24;
- TextureData albedoData = TextureToTextureData(target.input, ref inputFormat);
- TextureData decorrelated = new TextureData(albedoData);
- if (target.type != ProceduralTexture2D.TextureType.Other)
- DecorrelateColorSpace(ref albedoData, ref decorrelated, ref target.colorSpaceVector1, ref target.colorSpaceVector2, ref target.colorSpaceVector3, ref target.colorSpaceOrigin, target.name);
- ComputeCompressionScalers(target);
- // Perform precomputations
- TextureData Tinput = new TextureData(decorrelated.width, decorrelated.height);
- TextureData invT = new TextureData(LUT_WIDTH, (int)(Mathf.Log((float)Tinput.width) / Mathf.Log(2.0f))); // Height = Number of prefiltered LUT levels
- List<int> channelsToProcess = new List<int> { 0, 1, 2 };
- if ((target.type == ProceduralTexture2D.TextureType.Color && target.includeAlpha == true) || target.type == ProceduralTexture2D.TextureType.Other)
- channelsToProcess.Add(3);
- Precomputations(ref decorrelated, channelsToProcess, ref Tinput, ref invT, target.name);
- RescaleForCompression(target, ref Tinput);
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", target.name, (float)stepCounter++ / (totalSteps - 1));
- // Serialize precomputed data and setup material
- FinalizePrecomputedTextures(ref inputFormat, target, ref Tinput, ref invT);
- target.memoryUsageBytes = target.Tinput.GetRawTextureData().Length + target.invT.GetRawTextureData().Length;
- EditorUtility.ClearProgressBar();
- // Update current applied settings
- target.currentInput = target.input;
- target.currentIncludeAlpha = target.includeAlpha;
- target.currentGenerateMipMaps = target.generateMipMaps;
- target.currentFilterMode = target.filterMode;
- target.currentAnisoLevel = target.anisoLevel;
- target.currentCompressionQuality = target.compressionQuality;
- }
- static TextureData TextureToTextureData(Texture2D input, ref TextureFormat inputFormat)
- {
- // Modify input texture import settings temporarily
- string texpath = AssetDatabase.GetAssetPath(input);
- TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(texpath);
- TextureImporterCompression prev = importer.textureCompression;
- TextureImporterType prevType = importer.textureType;
- bool linearInput = importer.sRGBTexture == false || importer.textureType == TextureImporterType.NormalMap;
- bool prevReadable = importer.isReadable;
- if (importer != null)
- {
- importer.textureType = TextureImporterType.Default;
- importer.isReadable = true;
- importer.textureCompression = TextureImporterCompression.Uncompressed;
- AssetDatabase.ImportAsset(texpath, ImportAssetOptions.ForceUpdate);
- inputFormat = input.format;
- }
- // Copy input texture pixel data
- Color[] colors = input.GetPixels();
- TextureData res = new TextureData(input.width, input.height);
- for (int x = 0; x < res.width; x++)
- {
- for (int y = 0; y < res.height; y++)
- {
- res.SetColorAt(x, y, linearInput || PlayerSettings.colorSpace == ColorSpace.Gamma ?
- colors[y * res.width + x] : colors[y * res.width + x].linear);
- }
- }
- // Revert input texture settings
- if (importer != null)
- {
- importer.textureType = prevType;
- importer.isReadable = prevReadable;
- importer.textureCompression = prev;
- AssetDatabase.ImportAsset(texpath, ImportAssetOptions.ForceUpdate);
- }
- return res;
- }
- static void FinalizePrecomputedTextures(ref TextureFormat inputFormat, ProceduralTexture2D target, ref TextureData Tinput, ref TextureData invT)
- {
- // Serialize precomputed data as new subasset texture. Reuse existing texture if possible to avoid breaking texture references in shadergraph.
- if(target.Tinput == null)
- {
- target.Tinput = new Texture2D(Tinput.width, Tinput.height, inputFormat, target.generateMipMaps, true);
- AssetDatabase.AddObjectToAsset(target.Tinput, target);
- }
- target.Tinput.Resize(Tinput.width, Tinput.height, inputFormat, target.generateMipMaps);
- target.Tinput.name = target.input.name + "_T";
- target.Tinput.SetPixels(Tinput.data);
- target.Tinput.wrapMode = TextureWrapMode.Repeat;
- target.Tinput.filterMode = target.filterMode;
- target.Tinput.anisoLevel = target.anisoLevel;
- target.Tinput.Apply();
- if (target.compressionQuality != ProceduralTexture2D.CompressionLevel.None)
- {
- if(target.compressionQuality == ProceduralTexture2D.CompressionLevel.HighQuality)
- EditorUtility.CompressTexture(target.Tinput, TextureFormat.BC7, (int)target.compressionQuality);
- else if (inputFormat == TextureFormat.RGBA32)
- EditorUtility.CompressTexture(target.Tinput, TextureFormat.DXT5, (int)target.compressionQuality);
- else
- EditorUtility.CompressTexture(target.Tinput, TextureFormat.DXT1, (int)target.compressionQuality);
- }
- target.Tinput.Apply();
- if (target.invT == null)
- {
- target.invT = new Texture2D(invT.width, invT.height, inputFormat, false, true);
- AssetDatabase.AddObjectToAsset(target.invT, target);
- }
- target.invT.Resize(invT.width, invT.height, inputFormat, false);
- target.invT.name = target.input.name + "_invT";
- target.invT.wrapMode = TextureWrapMode.Clamp;
- target.invT.filterMode = FilterMode.Bilinear;
- target.invT.SetPixels(invT.data);
- target.invT.Apply();
- // Update asset database
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- }
- private static void Precomputations(
- ref TextureData input, // input: example image
- List<int> channels, // input: channels to process
- ref TextureData Tinput, // output: T(input) image
- ref TextureData invT, // output: T^{-1} look-up table
- string assetName)
- {
- // Section 1.3.2 Applying the histogram transformation T on the input
- foreach (int channel in channels)
- {
- ComputeTinput(ref input, ref Tinput, channel);
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- }
- // Section 1.3.3 Precomputing the inverse histogram transformation T^{-1}
- foreach (int channel in channels)
- {
- ComputeinvT(ref input, ref invT, channel);
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- }
- // Section 1.5 Improvement: prefiltering the look-up table
- foreach (int channel in channels)
- {
- PrefilterLUT(ref Tinput, ref invT, channel);
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- }
- }
- private static void ComputeCompressionScalers(ProceduralTexture2D target)
- {
- target.compressionScalers = Vector4.one;
- if (target.compressionQuality != ProceduralTexture2D.CompressionLevel.None && target.type != ProceduralTexture2D.TextureType.Other)
- {
- target.compressionScalers.x = 1.0f / target.colorSpaceVector1.magnitude;
- target.compressionScalers.y = 1.0f / target.colorSpaceVector2.magnitude;
- target.compressionScalers.z = 1.0f / target.colorSpaceVector3.magnitude;
- }
- }
- private static void RescaleForCompression(ProceduralTexture2D target, ref TextureData Tinput)
- {
- int channelCount = (target.type == ProceduralTexture2D.TextureType.Color && target.includeAlpha == true) || target.type == ProceduralTexture2D.TextureType.Other ?
- 4 : 3;
- // If we use DXT compression
- // we need to rescale the Gaussian channels (see Section 1.6)
- if (target.compressionQuality != ProceduralTexture2D.CompressionLevel.None && target.type != ProceduralTexture2D.TextureType.Other)
- {
- for (int y = 0; y < Tinput.height; y++)
- for (int x = 0; x < Tinput.width; x++)
- for (int i = 0; i < channelCount; i++)
- {
- float v = Tinput.GetColor(x, y)[i];
- v = (v - 0.5f) / target.compressionScalers[i] + 0.5f;
- Tinput.GetColorRef(x, y)[i] = v;
- }
- }
- }
- /*****************************************************************************/
- /**************** Section 1.3.1 Target Gaussian distribution *****************/
- /*****************************************************************************/
- private static float Erf(float x)
- {
- // Save the sign of x
- int sign = 1;
- if (x < 0)
- sign = -1;
- x = Mathf.Abs(x);
- // A&S formula 7.1.26
- float t = 1.0f / (1.0f + 0.3275911f * x);
- float y = 1.0f - (((((1.061405429f * t + -1.453152027f) * t) + 1.421413741f)
- * t + -0.284496736f) * t + 0.254829592f) * t * Mathf.Exp(-x * x);
- return sign * y;
- }
- private static float ErfInv(float x)
- {
- float w, p;
- w = -Mathf.Log((1.0f - x) * (1.0f + x));
- if (w < 5.000000f)
- {
- w = w - 2.500000f;
- p = 2.81022636e-08f;
- p = 3.43273939e-07f + p * w;
- p = -3.5233877e-06f + p * w;
- p = -4.39150654e-06f + p * w;
- p = 0.00021858087f + p * w;
- p = -0.00125372503f + p * w;
- p = -0.00417768164f + p * w;
- p = 0.246640727f + p * w;
- p = 1.50140941f + p * w;
- }
- else
- {
- w = Mathf.Sqrt(w) - 3.000000f;
- p = -0.000200214257f;
- p = 0.000100950558f + p * w;
- p = 0.00134934322f + p * w;
- p = -0.00367342844f + p * w;
- p = 0.00573950773f + p * w;
- p = -0.0076224613f + p * w;
- p = 0.00943887047f + p * w;
- p = 1.00167406f + p * w;
- p = 2.83297682f + p * w;
- }
- return p * x;
- }
- private static float CDF(float x, float mu, float sigma)
- {
- float U = 0.5f * (1 + Erf((x - mu) / (sigma * Mathf.Sqrt(2.0f))));
- return U;
- }
- private static float invCDF(float U, float mu, float sigma)
- {
- float x = sigma * Mathf.Sqrt(2.0f) * ErfInv(2.0f * U - 1.0f) + mu;
- return x;
- }
- /*****************************************************************************/
- /**** Section 1.3.2 Applying the histogram transformation T on the input *****/
- /*****************************************************************************/
- private struct PixelSortStruct
- {
- public int x;
- public int y;
- public float value;
- };
- private static void ComputeTinput(ref TextureData input, ref TextureData T_input, int channel)
- {
- // Sort pixels of example image
- PixelSortStruct[] sortedInputValues = new PixelSortStruct[input.width * input.height];
- for (int y = 0; y < input.height; y++)
- for (int x = 0; x < input.width; x++)
- {
- sortedInputValues[y * input.width + x].x = x;
- sortedInputValues[y * input.width + x].y = y;
- sortedInputValues[y * input.width + x].value = input.GetColor(x, y)[channel];
- }
- System.Array.Sort(sortedInputValues, (x, y) => x.value.CompareTo(y.value));
- // Assign Gaussian value to each pixel
- for (uint i = 0; i < sortedInputValues.Length; i++)
- {
- // Pixel coordinates
- int x = sortedInputValues[i].x;
- int y = sortedInputValues[i].y;
- // Input quantile (given by its order in the sorting)
- float U = (i + 0.5f) / (sortedInputValues.Length);
- // Gaussian quantile
- float G = invCDF(U, GAUSSIAN_AVERAGE, GAUSSIAN_STD);
- // Store
- T_input.GetColorRef(x, y)[channel] = G;
- }
- }
- /*****************************************************************************/
- /* Section 1.3.3 Precomputing the inverse histogram transformation T^{-1} */
- /*****************************************************************************/
- private static void ComputeinvT(ref TextureData input, ref TextureData Tinv, int channel)
- {
- // Sort pixels of example image
- float[] sortedInputValues = new float[input.width * input.height];
- for (int y = 0; y < input.height; y++)
- for (int x = 0; x < input.width; x++)
- {
- sortedInputValues[y * input.width + x] = input.GetColor(x, y)[channel];
- }
- System.Array.Sort(sortedInputValues);
- // Generate Tinv look-up table
- for (int i = 0; i < Tinv.width; i++)
- {
- // Gaussian value in [0, 1]
- float G = (i + 0.5f) / (Tinv.width);
- // Quantile value
- float U = CDF(G, GAUSSIAN_AVERAGE, GAUSSIAN_STD);
- // Find quantile in sorted pixel values
- int index = (int)Mathf.Floor(U * sortedInputValues.Length);
- // Get input value
- float I = sortedInputValues[index];
- // Store in LUT
- Tinv.GetColorRef(i, 0)[channel] = I;
- }
- }
- /*****************************************************************************/
- /******** Section 1.4 Improvement: using a decorrelated color space **********/
- /*****************************************************************************/
- // Compute the eigen vectors of the histogram of the input
- private static void ComputeEigenVectors(ref TextureData input, Vector3[] eigenVectors)
- {
- // First and second order moments
- float R = 0, G = 0, B = 0, RR = 0, GG = 0, BB = 0, RG = 0, RB = 0, GB = 0;
- for (int y = 0; y < input.height; y++)
- {
- for (int x = 0; x < input.width; x++)
- {
- Color col = input.GetColor(x, y);
- R += col.r;
- G += col.g;
- B += col.b;
- RR += col.r * col.r;
- GG += col.g * col.g;
- BB += col.b * col.b;
- RG += col.r * col.g;
- RB += col.r * col.b;
- GB += col.g * col.b;
- }
- }
- R /= (float)(input.width * input.height);
- G /= (float)(input.width * input.height);
- B /= (float)(input.width * input.height);
- RR /= (float)(input.width * input.height);
- GG /= (float)(input.width * input.height);
- BB /= (float)(input.width * input.height);
- RG /= (float)(input.width * input.height);
- RB /= (float)(input.width * input.height);
- GB /= (float)(input.width * input.height);
- // Covariance matrix
- double[][] covarMat = new double[3][];
- for (int i = 0; i < 3; i++)
- covarMat[i] = new double[3];
- covarMat[0][0] = RR - R * R;
- covarMat[0][1] = RG - R * G;
- covarMat[0][2] = RB - R * B;
- covarMat[1][0] = RG - R * G;
- covarMat[1][1] = GG - G * G;
- covarMat[1][2] = GB - G * B;
- covarMat[2][0] = RB - R * B;
- covarMat[2][1] = GB - G * B;
- covarMat[2][2] = BB - B * B;
- // Find eigen values and vectors using Jacobi algorithm
- double[][] eigenVectorsTemp = new double[3][];
- for (int i = 0; i < 3; i++)
- eigenVectorsTemp[i] = new double[3];
- double[] eigenValuesTemp = new double[3];
- ComputeEigenValuesAndVectors(covarMat, eigenVectorsTemp, eigenValuesTemp);
- // Set return values
- eigenVectors[0] = new Vector3((float)eigenVectorsTemp[0][0], (float)eigenVectorsTemp[1][0], (float)eigenVectorsTemp[2][0]);
- eigenVectors[1] = new Vector3((float)eigenVectorsTemp[0][1], (float)eigenVectorsTemp[1][1], (float)eigenVectorsTemp[2][1]);
- eigenVectors[2] = new Vector3((float)eigenVectorsTemp[0][2], (float)eigenVectorsTemp[1][2], (float)eigenVectorsTemp[2][2]);
- }
- // ----------------------------------------------------------------------------
- // Numerical diagonalization of 3x3 matrcies
- // Copyright (C) 2006 Joachim Kopp
- // ----------------------------------------------------------------------------
- // This library is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser General Public
- // License as published by the Free Software Foundation; either
- // version 2.1 of the License, or (at your option) any later version.
- //
- // This library is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- // Lesser General Public License for more details.
- //
- // You should have received a copy of the GNU Lesser General Public
- // License along with this library; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- // ----------------------------------------------------------------------------
- // Calculates the eigenvalues and normalized eigenvectors of a symmetric 3x3
- // matrix A using the Jacobi algorithm.
- // The upper triangular part of A is destroyed during the calculation,
- // the diagonal elements are read but not destroyed, and the lower
- // triangular elements are not referenced at all.
- // ----------------------------------------------------------------------------
- // Parameters:
- // A: The symmetric input matrix
- // Q: Storage buffer for eigenvectors
- // w: Storage buffer for eigenvalues
- // ----------------------------------------------------------------------------
- // Return value:
- // 0: Success
- // -1: Error (no convergence)
- private static int ComputeEigenValuesAndVectors(double[][] A, double[][] Q, double[] w)
- {
- const int n = 3;
- double sd, so; // Sums of diagonal resp. off-diagonal elements
- double s, c, t; // sin(phi), cos(phi), tan(phi) and temporary storage
- double g, h, z, theta; // More temporary storage
- double thresh;
- // Initialize Q to the identitity matrix
- for (int i = 0; i < n; i++)
- {
- Q[i][i] = 1.0;
- for (int j = 0; j < i; j++)
- Q[i][j] = Q[j][i] = 0.0;
- }
- // Initialize w to diag(A)
- for (int i = 0; i < n; i++)
- w[i] = A[i][i];
- // Calculate SQR(tr(A))
- sd = 0.0;
- for (int i = 0; i < n; i++)
- sd += System.Math.Abs(w[i]);
- sd = sd * sd;
- // Main iteration loop
- for (int nIter = 0; nIter < 50; nIter++)
- {
- // Test for convergence
- so = 0.0;
- for (int p = 0; p < n; p++)
- for (int q = p + 1; q < n; q++)
- so += System.Math.Abs(A[p][q]);
- if (so == 0.0)
- return 0;
- if (nIter < 4)
- thresh = 0.2 * so / (n * n);
- else
- thresh = 0.0;
- // Do sweep
- for (int p = 0; p < n; p++)
- {
- for (int q = p + 1; q < n; q++)
- {
- g = 100.0 * System.Math.Abs(A[p][q]);
- if (nIter > 4 && System.Math.Abs(w[p]) + g == System.Math.Abs(w[p])
- && System.Math.Abs(w[q]) + g == System.Math.Abs(w[q]))
- {
- A[p][q] = 0.0;
- }
- else if (System.Math.Abs(A[p][q]) > thresh)
- {
- // Calculate Jacobi transformation
- h = w[q] - w[p];
- if (System.Math.Abs(h) + g == System.Math.Abs(h))
- {
- t = A[p][q] / h;
- }
- else
- {
- theta = 0.5 * h / A[p][q];
- if (theta < 0.0)
- t = -1.0 / (System.Math.Sqrt(1.0 + (theta * theta)) - theta);
- else
- t = 1.0 / (System.Math.Sqrt(1.0 + (theta * theta)) + theta);
- }
- c = 1.0 / System.Math.Sqrt(1.0 + (t * t));
- s = t * c;
- z = t * A[p][q];
- // Apply Jacobi transformation
- A[p][q] = 0.0;
- w[p] -= z;
- w[q] += z;
- for (int r = 0; r < p; r++)
- {
- t = A[r][p];
- A[r][p] = c * t - s * A[r][q];
- A[r][q] = s * t + c * A[r][q];
- }
- for (int r = p + 1; r < q; r++)
- {
- t = A[p][r];
- A[p][r] = c * t - s * A[r][q];
- A[r][q] = s * t + c * A[r][q];
- }
- for (int r = q + 1; r < n; r++)
- {
- t = A[p][r];
- A[p][r] = c * t - s * A[q][r];
- A[q][r] = s * t + c * A[q][r];
- }
- // Update eigenvectors
- for (int r = 0; r < n; r++)
- {
- t = Q[r][p];
- Q[r][p] = c * t - s * Q[r][q];
- Q[r][q] = s * t + c * Q[r][q];
- }
- }
- }
- }
- }
- return -1;
- }
- // Main function of Section 1.4
- private static void DecorrelateColorSpace(
- ref TextureData input, // input: example image
- ref TextureData input_decorrelated, // output: decorrelated input
- ref Vector3 colorSpaceVector1, // output: color space vector1
- ref Vector3 colorSpaceVector2, // output: color space vector2
- ref Vector3 colorSpaceVector3, // output: color space vector3
- ref Vector3 colorSpaceOrigin, // output: color space origin
- string assetName)
- {
- // Compute the eigenvectors of the histogram
- Vector3[] eigenvectors = new Vector3[3];
- ComputeEigenVectors(ref input, eigenvectors);
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- // Rotate to eigenvector space
- for (int y = 0; y < input.height; y++)
- for (int x = 0; x < input.width; x++)
- for (int channel = 0; channel < 3; ++channel)
- {
- // Get current color
- Color color = input.GetColor(x, y);
- Vector3 vec = new Vector3(color.r, color.g, color.b);
- // Project on eigenvector
- float new_channel_value = Vector3.Dot(vec, eigenvectors[channel]);
- // Store
- input_decorrelated.GetColorRef(x, y)[channel] = new_channel_value;
- }
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- // Compute ranges of the new color space
- Vector2[] colorSpaceRanges = new Vector2[3]{
- new Vector2(float.MaxValue, float.MinValue),
- new Vector2(float.MaxValue, float.MinValue),
- new Vector2(float.MaxValue, float.MinValue) };
- for (int y = 0; y < input.height; y++)
- for (int x = 0; x < input.width; x++)
- for (int channel = 0; channel < 3; ++channel)
- {
- colorSpaceRanges[channel].x = Mathf.Min(colorSpaceRanges[channel].x, input_decorrelated.GetColor(x, y)[channel]);
- colorSpaceRanges[channel].y = Mathf.Max(colorSpaceRanges[channel].y, input_decorrelated.GetColor(x, y)[channel]);
- }
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- // Remap range to [0, 1]
- for (int y = 0; y < input.height; y++)
- for (int x = 0; x < input.width; x++)
- for (int channel = 0; channel < 3; ++channel)
- {
- // Get current value
- float value = input_decorrelated.GetColor(x, y)[channel];
- // Remap in [0, 1]
- float remapped_value = (value - colorSpaceRanges[channel].x) / (colorSpaceRanges[channel].y - colorSpaceRanges[channel].x);
- // Store
- input_decorrelated.GetColorRef(x, y)[channel] = remapped_value;
- }
- EditorUtility.DisplayProgressBar("Pre-processing Procedural Texture Data", assetName, (float)stepCounter++ / (totalSteps - 1));
- // Compute color space origin and vectors scaled for the normalized range
- colorSpaceOrigin.x = colorSpaceRanges[0].x * eigenvectors[0].x + colorSpaceRanges[1].x * eigenvectors[1].x + colorSpaceRanges[2].x * eigenvectors[2].x;
- colorSpaceOrigin.y = colorSpaceRanges[0].x * eigenvectors[0].y + colorSpaceRanges[1].x * eigenvectors[1].y + colorSpaceRanges[2].x * eigenvectors[2].y;
- colorSpaceOrigin.z = colorSpaceRanges[0].x * eigenvectors[0].z + colorSpaceRanges[1].x * eigenvectors[1].z + colorSpaceRanges[2].x * eigenvectors[2].z;
- colorSpaceVector1.x = eigenvectors[0].x * (colorSpaceRanges[0].y - colorSpaceRanges[0].x);
- colorSpaceVector1.y = eigenvectors[0].y * (colorSpaceRanges[0].y - colorSpaceRanges[0].x);
- colorSpaceVector1.z = eigenvectors[0].z * (colorSpaceRanges[0].y - colorSpaceRanges[0].x);
- colorSpaceVector2.x = eigenvectors[1].x * (colorSpaceRanges[1].y - colorSpaceRanges[1].x);
- colorSpaceVector2.y = eigenvectors[1].y * (colorSpaceRanges[1].y - colorSpaceRanges[1].x);
- colorSpaceVector2.z = eigenvectors[1].z * (colorSpaceRanges[1].y - colorSpaceRanges[1].x);
- colorSpaceVector3.x = eigenvectors[2].x * (colorSpaceRanges[2].y - colorSpaceRanges[2].x);
- colorSpaceVector3.y = eigenvectors[2].y * (colorSpaceRanges[2].y - colorSpaceRanges[2].x);
- colorSpaceVector3.z = eigenvectors[2].z * (colorSpaceRanges[2].y - colorSpaceRanges[2].x);
- }
- /*****************************************************************************/
- /* ===== Section 1.5 Improvement: prefiltering the look-up table =========== */
- /*****************************************************************************/
- // Compute average subpixel variance at a given LOD
- private static float ComputeLODAverageSubpixelVariance(ref TextureData image, int LOD, int channel)
- {
- // Window width associated with
- int windowWidth = 1 << LOD;
- // Compute average variance in all the windows
- float average_window_variance = 0.0f;
- // Loop over al the windows
- for (int window_y = 0; window_y < image.height; window_y += windowWidth)
- for (int window_x = 0; window_x < image.width; window_x += windowWidth)
- {
- // Estimate variance of current window
- float v = 0.0f;
- float v2 = 0.0f;
- for (int y = 0; y < windowWidth; y++)
- for (int x = 0; x < windowWidth; x++)
- {
- float value = image.GetColor(window_x + x, window_y + y)[channel];
- v += value;
- v2 += value * value;
- }
- v /= (float)(windowWidth * windowWidth);
- v2 /= (float)(windowWidth * windowWidth);
- float window_variance = Mathf.Max(0.0f, v2 - v * v);
- // Update average
- average_window_variance += window_variance / (image.width * image.height / windowWidth / windowWidth);
- }
- return average_window_variance;
- }
- // Filter LUT by sampling a Gaussian N(mu, std²)
- private static float FilterLUTValueAtx(ref TextureData LUT, float x, float std, int channel)
- {
- // Number of samples for filtering (heuristic: twice the LUT resolution)
- const int numberOfSamples = 2 * LUT_WIDTH;
- // Filter
- float filtered_value = 0.0f;
- for (int sample = 0; sample < numberOfSamples; sample++)
- {
- // Quantile used to sample the Gaussian
- float U = (sample + 0.5f) / numberOfSamples;
- // Sample the Gaussian
- float sample_x = invCDF(U, x, std);
- // Find sample texel in LUT (the LUT covers the domain [0, 1])
- int sample_texel = Mathf.Max(0, Mathf.Min(LUT_WIDTH - 1, (int)Mathf.Floor(sample_x * LUT_WIDTH)));
- // Fetch LUT at level 0
- float sample_value = LUT.GetColor(sample_texel, 0)[channel];
- // Accumulate
- filtered_value += sample_value;
- }
- // Normalize and return
- filtered_value /= (float)numberOfSamples;
- return filtered_value;
- }
- // Main function of section 1.5
- private static void PrefilterLUT(ref TextureData image_T_Input, ref TextureData LUT_Tinv, int channel)
- {
- // Prefilter
- for (int LOD = 1; LOD < LUT_Tinv.height; LOD++)
- {
- // Compute subpixel variance at LOD
- float window_variance = ComputeLODAverageSubpixelVariance(ref image_T_Input, LOD, channel);
- float window_std = Mathf.Sqrt(window_variance);
- // Prefilter LUT with Gaussian kernel of this variance
- for (int i = 0; i < LUT_Tinv.width; i++)
- {
- // Texel position in [0, 1]
- float x_texel = (i + 0.5f) / LUT_Tinv.width;
- // Filter look-up table around this position with Gaussian kernel
- float filteredValue = FilterLUTValueAtx(ref LUT_Tinv, x_texel, window_std, channel);
- // Store filtered value
- LUT_Tinv.GetColorRef(i, LOD)[channel] = filteredValue;
- }
- }
- }
- }
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