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243 lines
8.2 KiB
C++
243 lines
8.2 KiB
C++
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///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2004, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// function makeCubeMap() -- makes cube-face environment maps
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//
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//-----------------------------------------------------------------------------
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#include <makeCubeMap.h>
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#include <resizeImage.h>
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#include <ImfRgbaFile.h>
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#include <ImfTiledRgbaFile.h>
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#include <ImfStandardAttributes.h>
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#include "Iex.h"
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#include <iostream>
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#include <algorithm>
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#include <string>
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#include <string.h>
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#include "namespaceAlias.h"
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using namespace CustomImf;
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using namespace std;
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using namespace IMATH_NAMESPACE;
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namespace {
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void
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makeCubeMapSingleFile (EnvmapImage &image1,
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Header &header,
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RgbaChannels channels,
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const char outFileName[],
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int tileWidth,
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int tileHeight,
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LevelMode levelMode,
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LevelRoundingMode roundingMode,
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Compression compression,
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int mapWidth,
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float filterRadius,
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int numSamples,
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bool verbose)
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{
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if (levelMode == RIPMAP_LEVELS)
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throw IEX_NAMESPACE::NoImplExc ("Cannot generate ripmap cube-face environments.");
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//
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// Open the file that will contain the cube-face map,
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// and write the header.
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//
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int mapHeight = mapWidth * 6;
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header.dataWindow() = Box2i (V2i (0, 0), V2i (mapWidth - 1, mapHeight - 1));
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header.displayWindow() = header.dataWindow();
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header.compression() = compression;
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addEnvmap (header, ENVMAP_CUBE);
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TiledRgbaOutputFile out (outFileName,
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header,
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channels,
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tileWidth, tileHeight,
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levelMode,
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roundingMode);
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if (verbose)
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cout << "writing file " << outFileName << endl;
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//
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// Generate the pixels for the various levels of the cube-face map,
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// and store them in the file. The pixels for the highest-resolution
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// level are generated by resampling the original input image; for
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// each of the other levels, the pixels are generated by resampling
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// the previous level.
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//
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EnvmapImage image2;
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EnvmapImage *iptr1 = &image1;
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EnvmapImage *iptr2 = &image2;
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for (int level = 0; level < out.numLevels(); ++level)
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{
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if (verbose)
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cout << "level " << level << endl;
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Box2i dw = out.dataWindowForLevel (level);
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resizeCube (*iptr1, *iptr2, dw, filterRadius, numSamples);
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out.setFrameBuffer (&iptr2->pixels()[0][0], 1, dw.max.x + 1);
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for (int tileY = 0; tileY < out.numYTiles (level); ++tileY)
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for (int tileX = 0; tileX < out.numXTiles (level); ++tileX)
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out.writeTile (tileX, tileY, level);
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swap (iptr1, iptr2);
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}
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if (verbose)
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cout << "done." << endl;
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}
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void
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makeCubeMapSixFiles (EnvmapImage &image1,
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Header &header,
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RgbaChannels channels,
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const char outFileName[],
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int tileWidth,
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int tileHeight,
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Compression compression,
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int mapWidth,
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float filterRadius,
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int numSamples,
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bool verbose)
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{
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static const char *faceNames[] =
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{"+X", "-X", "+Y", "-Y", "+Z", "-Z"};
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size_t pos = strchr (outFileName, '%') - outFileName;
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int mapHeight = mapWidth * 6;
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const Box2i dw (V2i (0, 0), V2i (mapWidth - 1, mapHeight - 1));
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const Box2i faceDw (V2i (0, 0), V2i (mapWidth - 1, mapWidth - 1));
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EnvmapImage image2;
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resizeCube (image1, image2, dw, filterRadius, numSamples);
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const Rgba *pixels = &(image2.pixels())[0][0];
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for (int i = 0; i < 6; ++i)
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{
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string name = string (outFileName).replace (pos, 1, faceNames[i]);
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if (verbose)
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cout << "writing file " << name << endl;
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TiledRgbaOutputFile out (name.c_str(),
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tileWidth, tileHeight,
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ONE_LEVEL, ROUND_DOWN,
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faceDw, // displayWindow
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faceDw, // dataWindow
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channels,
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1, // pixelAspectRatio
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V2f (0, 0), // screenWindowCenter
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1, // screenWindowWidth
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INCREASING_Y, // lineOrder
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compression);
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out.setFrameBuffer (pixels, 1, dw.max.x + 1);
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for (int tileY = 0; tileY < out.numYTiles(); ++tileY)
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for (int tileX = 0; tileX < out.numXTiles(); ++tileX)
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out.writeTile (tileX, tileY);
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pixels += mapWidth * mapWidth;
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}
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if (verbose)
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cout << "done." << endl;
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}
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} //namespace
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void
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makeCubeMap (EnvmapImage &image1,
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Header &header,
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RgbaChannels channels,
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const char outFileName[],
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int tileWidth,
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int tileHeight,
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LevelMode levelMode,
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LevelRoundingMode roundingMode,
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Compression compression,
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int mapWidth,
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float filterRadius,
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int numSamples,
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bool verbose)
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{
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if (strchr (outFileName, '%'))
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{
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makeCubeMapSixFiles (image1,
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header,
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channels,
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outFileName,
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tileWidth,
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tileHeight,
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compression,
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mapWidth,
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filterRadius,
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numSamples,
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verbose);
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}
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else
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{
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makeCubeMapSingleFile (image1,
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header,
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channels,
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outFileName,
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tileWidth,
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tileHeight,
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levelMode,
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roundingMode,
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compression,
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mapWidth,
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filterRadius,
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numSamples,
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verbose);
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}
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}
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