turned the scaling texture into a separate plugin

metadata
Wenzel Jakob 2011-07-08 17:14:22 +02:00
parent 1fe405ec23
commit f695c827e5
6 changed files with 167 additions and 119 deletions

View File

@ -118,55 +118,6 @@ protected:
Float m_value;
};
/**
* \brief Scaling passthrough texture
*
* Includes a \ref Shader implementation for hardware rendering
*/
class MTS_EXPORT_RENDER ScaleTexture : public Texture {
public:
inline ScaleTexture(const Texture *nested, const Float &scale)
: Texture(Properties()), m_nested(nested), m_scale(scale) {
}
ScaleTexture(Stream *stream, InstanceManager *manager);
inline Spectrum getValue(const Intersection &its) const {
return m_nested->getValue(its) * m_scale;
}
inline Spectrum getAverage() const {
return m_nested->getAverage() * m_scale;
}
inline Spectrum getMaximum() const {
return m_nested->getMaximum() * m_scale;
}
inline std::string toString() const {
std::ostringstream oss;
oss << "ScaleTexture[" << endl
<< " nested = " << indent(m_nested->toString()) << "," << endl
<< " scale = " << m_scale << endl
<< "]";
return oss.str();
}
inline bool usesRayDifferentials() const {
return m_nested->usesRayDifferentials();
}
Shader *createShader(Renderer *renderer) const;
void serialize(Stream *stream, InstanceManager *manager) const;
MTS_DECLARE_CLASS()
protected:
ref<const Texture> m_nested;
Float m_scale;
};
MTS_NAMESPACE_END
#endif /* __BASIC_SHADER_H */

View File

@ -43,22 +43,27 @@ MTS_NAMESPACE_BEGIN
* such as plaster, sand, clay, or concrete.
* The underlying theory was developed by Oren and Nayar
* \cite{Oren1994Generalization}, who model the microscopic surface structure as
* an arrangement of unresolved planar facets with different slopes, where each facet
* unresolved planar facets arranged in V-shaped grooves, where each facet
* is an ideal diffuse reflector. The model takes into account shadowing,
* masking, as well as interreflections between the facets.
*
* Since the original publication in 1994, this approach has been shown to
* be a very good match for many real-world materials, in particular
* compared to Lambertian scattering, which does not take surface
* roughness into account.
* be a good match for many real-world materials, particularly compared
* to Lambertian scattering, which does not take surface roughness into account.
*
* To get an intuition about the effect of the surface roughness
* The implementation in Mitsuba uses a surface roughness parameter $\alpha$ that
* is slighly different from the slope-area variance in the original paper.
* The reason for this change is to make the parameter $\alpha$ portable
* across different models (i.e. \pluginref{roughglass},
* \pluginref{roughconductor}).
*
* To get an intuition about the effect of the
* parameter $\alpha$, consider the following approximate differentiation:
* a value of $\alpha=0.001-0.01$ corresponds to a material
* with slight imperfections on an otherwise smooth surface (for such small
* values, the model will behave almost identically to \pluginref{diffuse}), $\alpha=0.1$
* is relatively rough, and $\alpha=0.3-0.5$ is \emph{extremely} rough
* (e.g. an etched or ground finish).
* (e.g. an etched or ground surface).
*
* Note that this material is one-sided---that is, observed from the
* back side, it will be completely black. If this is undesirable,

View File

@ -41,18 +41,6 @@ void ConstantFloatTexture::serialize(Stream *stream, InstanceManager *manager) c
stream->writeFloat(m_value);
}
ScaleTexture::ScaleTexture(Stream *stream, InstanceManager *manager)
: Texture(stream, manager) {
m_nested = static_cast<Texture *>(manager->getInstance(stream));
m_scale = stream->readFloat();
}
void ScaleTexture::serialize(Stream *stream, InstanceManager *manager) const {
Texture::serialize(stream, manager);
manager->serialize(stream, m_nested.get());
stream->writeFloat(m_scale);
}
class ConstantSpectrumTextureShader : public Shader {
public:
ConstantSpectrumTextureShader(Renderer *renderer, const Spectrum &value)
@ -111,50 +99,6 @@ private:
Float m_value;
};
class ScaleTextureShader : public Shader {
public:
ScaleTextureShader(Renderer *renderer, const Texture *nested, const Float &scale)
: Shader(renderer, ETextureShader), m_nested(nested), m_scale(scale) {
m_nestedShader = renderer->registerShaderForResource(m_nested.get());
}
bool isComplete() const {
return m_nestedShader.get() != NULL;
}
void cleanup(Renderer *renderer) {
renderer->unregisterShaderForResource(m_nested.get());
}
void putDependencies(std::vector<Shader *> &deps) {
deps.push_back(m_nestedShader.get());
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "uniform float " << evalName << "_scale;" << endl
<< endl
<< "vec3 " << evalName << "(vec2 uv) {" << endl
<< " return " << depNames[0] << "(uv) * " << evalName << "_scale;" << endl
<< "}" << endl;
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> &parameterIDs) const {
parameterIDs.push_back(program->getParameterID(evalName + "_scale"));
}
void bind(GPUProgram *program, const std::vector<int> &parameterIDs, int &nestedUnitOffset) const {
program->setParameter(parameterIDs[0], m_scale);
}
MTS_DECLARE_CLASS()
private:
ref<const Texture> m_nested;
ref<Shader> m_nestedShader;
Float m_scale;
};
Shader *ConstantSpectrumTexture::createShader(Renderer *renderer) const {
return new ConstantSpectrumTextureShader(renderer, m_value);
}
@ -163,15 +107,8 @@ Shader *ConstantFloatTexture::createShader(Renderer *renderer) const {
return new ConstantFloatTextureShader(renderer, m_value);
}
Shader *ScaleTexture::createShader(Renderer *renderer) const {
return new ScaleTextureShader(renderer, m_nested.get(), m_scale);
}
MTS_IMPLEMENT_CLASS_S(ConstantSpectrumTexture, false, Texture)
MTS_IMPLEMENT_CLASS(ConstantSpectrumTextureShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(ConstantFloatTexture, false, Texture)
MTS_IMPLEMENT_CLASS(ConstantFloatTextureShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(ScaleTexture, false, Texture)
MTS_IMPLEMENT_CLASS(ScaleTextureShader, false, Shader)
MTS_NAMESPACE_END

View File

@ -84,8 +84,11 @@ Texture *BSDF::ensureEnergyConservation(Texture *texture,
Log(EWarn, "%s", oss.str().c_str());
Properties props("scale");
props.setFloat("value", scale);
return static_cast<Texture *> (PluginManager::getInstance()->
Texture *scaleTexture = static_cast<Texture *> (PluginManager::getInstance()->
createObject(MTS_CLASS(Texture), props));
scaleTexture->addChild("", texture);
scaleTexture->configure();
return scaleTexture;
}
return texture;
}

View File

@ -1,6 +1,7 @@
Import('env', 'plugins')
plugins += env.SharedLibrary('bitmap', ['bitmap.cpp'])
plugins += env.SharedLibrary('scale', ['scale.cpp'])
plugins += env.SharedLibrary('gridtexture', ['gridtexture.cpp'])
plugins += env.SharedLibrary('checkerboard', ['checkerboard.cpp'])
plugins += env.SharedLibrary('vertexcolors', ['vertexcolors.cpp'])

151
src/textures/scale.cpp Normal file
View File

@ -0,0 +1,151 @@
/*
This file is part of Mitsuba, a physically based rendering system.
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
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
/**
* \brief Scaling passthrough texture
*
* Includes a \ref Shader implementation for hardware rendering
*/
class ScalingTexture : public Texture {
public:
ScalingTexture(const Properties &props) : Texture(props) {
if (props.hasProperty("value") && props.getType("value") == Properties::EFloat)
m_scale = Spectrum(props.getFloat("value", 1.0f));
else
m_scale = props.getSpectrum("value", Spectrum(1.0f));
}
ScalingTexture(Stream *stream, InstanceManager *manager)
: Texture(stream, manager) {
m_nested = static_cast<Texture *>(manager->getInstance(stream));
m_scale = Spectrum(stream);
}
void configure() {
if (m_nested == NULL)
Log(EError, "The scale plugin needs a nested texture!");
}
void addChild(const std::string &name, ConfigurableObject *child) {
if (child->getClass()->derivesFrom(MTS_CLASS(Texture))) {
m_nested = static_cast<Texture *>(child);
} else {
Texture::addChild(name, child);
}
}
Spectrum getValue(const Intersection &its) const {
return m_nested->getValue(its) * m_scale;
}
Spectrum getAverage() const {
return m_nested->getAverage() * m_scale;
}
Spectrum getMaximum() const {
return m_nested->getMaximum() * m_scale;
}
std::string toString() const {
std::ostringstream oss;
oss << "ScalingTexture[" << endl
<< " nested = " << indent(m_nested->toString()) << "," << endl
<< " scale = " << m_scale.toString() << endl
<< "]";
return oss.str();
}
bool usesRayDifferentials() const {
return m_nested->usesRayDifferentials();
}
Shader *createShader(Renderer *renderer) const;
void serialize(Stream *stream, InstanceManager *manager) const {
Texture::serialize(stream, manager);
manager->serialize(stream, m_nested.get());
m_scale.serialize(stream);
}
MTS_DECLARE_CLASS()
protected:
ref<const Texture> m_nested;
Spectrum m_scale;
};
// ================ Hardware shader implementation ================
class ScalingTextureShader : public Shader {
public:
ScalingTextureShader(Renderer *renderer, const Texture *nested, const Spectrum &scale)
: Shader(renderer, ETextureShader), m_nested(nested), m_scale(scale) {
m_nestedShader = renderer->registerShaderForResource(m_nested.get());
}
bool isComplete() const {
return m_nestedShader.get() != NULL;
}
void cleanup(Renderer *renderer) {
renderer->unregisterShaderForResource(m_nested.get());
}
void putDependencies(std::vector<Shader *> &deps) {
deps.push_back(m_nestedShader.get());
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector<std::string> &depNames) const {
oss << "uniform vec3 " << evalName << "_scale;" << endl
<< endl
<< "vec3 " << evalName << "(vec2 uv) {" << endl
<< " return " << depNames[0] << "(uv) * " << evalName << "_scale;" << endl
<< "}" << endl;
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> &parameterIDs) const {
parameterIDs.push_back(program->getParameterID(evalName + "_scale"));
}
void bind(GPUProgram *program, const std::vector<int> &parameterIDs, int &nestedUnitOffset) const {
program->setParameter(parameterIDs[0], m_scale);
}
MTS_DECLARE_CLASS()
private:
ref<const Texture> m_nested;
ref<Shader> m_nestedShader;
Spectrum m_scale;
};
Shader *ScalingTexture::createShader(Renderer *renderer) const {
return new ScalingTextureShader(renderer, m_nested.get(), m_scale);
}
MTS_IMPLEMENT_CLASS(ScalingTextureShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(ScalingTexture, false, Texture2D)
MTS_EXPORT_PLUGIN(ScalingTexture, "Scaling texture");
MTS_NAMESPACE_END