mitsuba/src/textures/checkerboard.cpp

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/*
This file is part of Mitsuba, a physically based rendering system.
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Copyright (c) 2007-2011 by Wenzel Jakob and others.
Mitsuba is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License Version 3
as published by the Free Software Foundation.
Mitsuba is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <mitsuba/render/texture.h>
#include <mitsuba/render/shape.h>
#include <mitsuba/core/properties.h>
#include <mitsuba/hw/gpuprogram.h>
MTS_NAMESPACE_BEGIN
/**
* Checkerboard texture
*/
class Checkerboard : public Texture2D {
public:
Checkerboard(const Properties &props) : Texture2D(props) {
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m_brightColor = props.getSpectrum("brightColor", Spectrum(.4f));
m_darkColor = props.getSpectrum("darkColor", Spectrum(.2f));
}
Checkerboard(Stream *stream, InstanceManager *manager)
: Texture2D(stream, manager) {
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m_brightColor = Spectrum(stream);
m_darkColor = Spectrum(stream);
}
void serialize(Stream *stream, InstanceManager *manager) const {
Texture2D::serialize(stream, manager);
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m_brightColor.serialize(stream);
m_darkColor.serialize(stream);
}
inline Spectrum getValue(const Point2 &uv) const {
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int x = 2*modulo((int) (uv.x * 2), 2) - 1,
y = 2*modulo((int) (uv.y * 2), 2) - 1;
if (x*y == 1)
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return m_brightColor;
else
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return m_darkColor;
}
Spectrum getValue(const Point2 &uv, Float dudx, Float dudy, Float dvdx, Float dvdy) const {
return Checkerboard::getValue(uv);
}
bool usesRayDifferentials() const {
return false;
}
Spectrum getAverage() const {
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return m_darkColor * .5f;
}
Spectrum getMaximum() const {
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return m_brightColor;
}
std::string toString() const {
return "Checkerboard[]";
}
Shader *createShader(Renderer *renderer) const;
MTS_DECLARE_CLASS()
protected:
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Spectrum m_darkColor;
Spectrum m_brightColor;
};
// ================ Hardware shader implementation ================
class CheckerboardShader : public Shader {
public:
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CheckerboardShader(Renderer *renderer, const Spectrum &brightColor,
const Spectrum &darkColor, const Point2 &uvOffset,
const Vector2 &uvScale) : Shader(renderer, ETextureShader),
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m_brightColor(brightColor), m_darkColor(darkColor),
m_uvOffset(uvOffset), m_uvScale(uvScale) {
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
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oss << "uniform vec3 " << evalName << "_brightColor;" << endl
<< "uniform vec3 " << evalName << "_darkColor;" << endl
<< "uniform vec2 " << evalName << "_uvOffset;" << endl
<< "uniform vec2 " << evalName << "_uvScale;" << endl
<< endl
<< "vec3 " << evalName << "(vec2 uv) {" << endl
<< " uv = vec2(" << endl
<< " uv.x * " << evalName << "_uvScale.x + " << evalName << "_uvOffset.x," << endl
<< " uv.y * " << evalName << "_uvScale.y + " << evalName << "_uvOffset.y);" << endl
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<< " float x = 2*(mod(int(uv.x*2), 2)) - 1, y = 2*(mod(int(uv.y*2), 2)) - 1;" << endl
<< " if (x*y == 1)" << endl
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<< " return " << evalName << "_brightColor;" << endl
<< " else" << endl
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<< " return " << evalName << "_darkColor;" << endl
<< "}" << endl;
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> &parameterIDs) const {
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parameterIDs.push_back(program->getParameterID(evalName + "_brightColor", false));
parameterIDs.push_back(program->getParameterID(evalName + "_darkColor", false));
parameterIDs.push_back(program->getParameterID(evalName + "_uvOffset", false));
parameterIDs.push_back(program->getParameterID(evalName + "_uvScale", false));
}
void bind(GPUProgram *program, const std::vector<int> &parameterIDs,
int &textureUnitOffset) const {
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program->setParameter(parameterIDs[0], m_brightColor);
program->setParameter(parameterIDs[1], m_darkColor);
program->setParameter(parameterIDs[2], m_uvOffset);
program->setParameter(parameterIDs[3], m_uvScale);
}
MTS_DECLARE_CLASS()
private:
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Spectrum m_brightColor;
Spectrum m_darkColor;
Point2 m_uvOffset;
Vector2 m_uvScale;
};
Shader *Checkerboard::createShader(Renderer *renderer) const {
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return new CheckerboardShader(renderer, m_brightColor, m_darkColor,
m_uvOffset, m_uvScale);
}
MTS_IMPLEMENT_CLASS(CheckerboardShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(Checkerboard, false, Texture2D)
MTS_EXPORT_PLUGIN(Checkerboard, "Checkerboard texture");
MTS_NAMESPACE_END