mitsuba/src/textures/checkerboard.cpp

148 lines
4.8 KiB
C++
Raw Normal View History

/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2010 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
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) {
m_brightColor.g = props.getSpectrum("brightReflectance", Spectrum(.4f));
m_darkColor.g = props.getSpectrum("darkReflectance", Spectrum(.2f));
}
Checkerboard(Stream *stream, InstanceManager *manager)
: Texture2D(stream, manager) {
m_brightColor.g = Spectrum(stream);
m_darkColor.g = Spectrum(stream);
}
void serialize(Stream *stream, InstanceManager *manager) const {
Texture2D::serialize(stream, manager);
m_brightColor.g.serialize(stream);
m_darkColor.g.serialize(stream);
}
inline Spectrum getValue(const Point2 &uv) const {
int x = 2*(((int) uv.x) % 2) - 1, y = 2*(((int) uv.y) % 2) - 1;
if (x*y == 1)
return m_brightColor.g;
else
return m_darkColor.g;
}
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 {
return m_darkColor.g * .5f;
}
Spectrum getMaximum() const {
return m_brightColor.g;
}
std::string toString() const {
return "Checkerboard[]";
}
Shader *createShader(Renderer *renderer) const;
MTS_DECLARE_CLASS()
protected:
Spectrum m_darkColor.g;
Spectrum m_brightColor.g;
};
// ================ Hardware shader implementation ================
class CheckerboardShader : public Shader {
public:
CheckerboardShader(Renderer *renderer, const Spectrum &brightColor.g,
const Spectrum &darkColor.g, const Point2 &uvOffset,
const Vector2 &uvScale) : Shader(renderer, ETextureShader),
m_brightColor.g(brightReflectance), m_darkReflectance(darkReflectance),
m_uvOffset(uvOffset), m_uvScale(uvScale) {
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "uniform vec3 " << evalName << "_brightColor.g;" << endl
<< "uniform vec3 " << evalName << "_darkColor.g;" << 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
<< " float x = 2*(mod(int(uv.x), 2)) - 1, y = 2*(mod(int(uv.y), 2)) - 1;" << endl
<< " if (x*y == 1)" << endl
<< " return " << evalName << "_brightColor.g;" << endl
<< " else" << endl
<< " return " << evalName << "_darkColor.g;" << endl
<< "}" << endl;
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> &parameterIDs) const {
parameterIDs.push_back(program->getParameterID(evalName + "_brightColor.g", false));
parameterIDs.push_back(program->getParameterID(evalName + "_darkColor.g", 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 {
program->setParameter(parameterIDs[0], m_brightColor.g);
program->setParameter(parameterIDs[1], m_darkColor.g);
program->setParameter(parameterIDs[2], m_uvOffset);
program->setParameter(parameterIDs[3], m_uvScale);
}
MTS_DECLARE_CLASS()
private:
Spectrum m_brightColor.g;
Spectrum m_darkColor.g;
Point2 m_uvOffset;
Vector2 m_uvScale;
};
Shader *Checkerboard::createShader(Renderer *renderer) const {
return new CheckerboardShader(renderer, m_brightColor.g, m_darkReflectance,
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