/*
This file is part of Mitsuba, a physically based rendering system.
Copyright (c) 2007-2012 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 .
*/
#include
#include
#include
#include
MTS_NAMESPACE_BEGIN
/*!\plugin{wireframe}{Wireframe texture}
* \order{6}
* \parameters{
* \parameter{interiorColor}{\Spectrum}{
* Color value of the interior of triangles
* \default{0.5}
* }
* \parameter{edgeColor}{\Spectrum}{
* Edge color value
* \default{0.1}
* }
* \parameter{lineWidth}{\Float}{
* World-space width of the mesh edges
* \default{automatic}
* }
* \parameter{stepWidth}{\Float}{
* Controls the width of of step function used for the
* color transition. It is specified as a value between zero
* and one (relative to the \code{lineWidth} parameter)
* \default{0.5}
* }
* }
* \renderings{
* \rendering{Wireframe texture applied to the material test object}{tex_wireframe}
* }
*
* This plugin implements a simple two-color wireframe texture map
* that reveals the structure of a triangular mesh.
*/
class WireFrame : public Texture {
public:
WireFrame(const Properties &props) : Texture(props) {
m_lineWidth = props.getFloat("lineWidth", 0.0f);
m_stepWidth = props.getFloat("stepWidth", 0.5f);
m_edgeColor = props.getSpectrum("edgeColor", Spectrum(0.1f));
m_interiorColor = props.getSpectrum("interiorColor", Spectrum(.5f));
m_stepWidth = std::max((Float) 0.0f, std::min(m_stepWidth, (Float) 1.0f));
m_mutex = new Mutex();
}
WireFrame(Stream *stream, InstanceManager *manager)
: Texture(stream, manager) {
m_mutex = new Mutex();
m_edgeColor = Spectrum(stream);
m_interiorColor = Spectrum(stream);
m_lineWidth = stream->readFloat();
}
void serialize(Stream *stream, InstanceManager *manager) const {
Texture::serialize(stream, manager);
m_edgeColor.serialize(stream);
m_interiorColor.serialize(stream);
stream->writeFloat(m_lineWidth);
}
Spectrum eval(const Intersection &its, bool /* unused */) const {
if (!its.shape->getClass()->derivesFrom(MTS_CLASS(TriMesh)))
return m_interiorColor;
const TriMesh *triMesh = static_cast(its.shape);
const Point *positions = triMesh->getVertexPositions();
if (its.primIndex >= triMesh->getTriangleCount())
return m_interiorColor;
if (m_lineWidth == 0) {
/* Somewhat hacky but probably helpful in many cases.
This tries to find a suitable line width, which is set
to 10% of the average average edge length */
LockGuard lock(m_mutex);
if (m_lineWidth == 0) {
Float lineWidth = 0;
for (size_t i=0; igetTriangleCount(); ++i) {
const Triangle &tri = triMesh->getTriangles()[i];
for (int j=0; j<3; ++j)
lineWidth += (positions[tri.idx[j]]
- positions[tri.idx[(j+1)%3]]).length();
}
m_lineWidth = 0.1f * lineWidth / (3 * triMesh->getTriangleCount());
}
}
const Triangle &tri = triMesh->getTriangles()[its.primIndex];
Float minDist = std::numeric_limits::infinity();
for (int i=0; i<3; ++i) {
const Point& cur = positions[tri.idx[i]];
const Point& next = positions[tri.idx[(i+1)%3]];
Vector d1 = normalize(next - cur),
d2 = its.p - cur;
minDist = std::min(minDist, (cur + d1 * dot(d1, d2) - its.p).lengthSquared());
}
Float a = smoothStep(m_lineWidth*(1.f-m_stepWidth), m_lineWidth, std::sqrt(minDist));
return m_edgeColor*(1-a) + m_interiorColor*a;
}
bool usesRayDifferentials() const {
return false;
}
Spectrum getAverage() const {
Spectrum value;
/* Approximate ... */
for (int i=0; i m_mutex;
Float m_stepWidth;
Spectrum m_edgeColor;
Spectrum m_interiorColor;
};
// ================ Hardware shader implementation ================
class WireFrameShader : public Shader {
public:
WireFrameShader(Renderer *renderer, const Spectrum &value)
: Shader(renderer, ETextureShader), m_value(value) {
}
void generateCode(std::ostringstream &oss,
const std::string &evalName,
const std::vector &depNames) const {
oss << "uniform vec3 " << evalName << "_value;" << endl
<< endl
<< "vec3 " << evalName << "(vec2 uv) {" << endl
<< " return " << evalName << "_value;" << endl
<< "}" << endl;
}
void resolve(const GPUProgram *program, const std::string &evalName, std::vector ¶meterIDs) const {
parameterIDs.push_back(program->getParameterID(evalName + "_value", false));
}
void bind(GPUProgram *program, const std::vector ¶meterIDs, int &textureUnitOffset) const {
program->setParameter(parameterIDs[0], m_value);
}
MTS_DECLARE_CLASS()
private:
Spectrum m_value;
};
Shader *WireFrame::createShader(Renderer *renderer) const {
return new WireFrameShader(renderer, m_interiorColor);
}
MTS_IMPLEMENT_CLASS(WireFrameShader, false, Shader)
MTS_IMPLEMENT_CLASS_S(WireFrame, false, Texture)
MTS_EXPORT_PLUGIN(WireFrame, "Wireframe texture");
MTS_NAMESPACE_END