mitsuba/include/mitsuba/hw/gpuprogram.h

321 lines
10 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#pragma once
#if !defined(__MITSUBA_HW_GPUPROGRAM_H_)
#define __MITSUBA_HW_GPUPROGRAM_H_
#include <mitsuba/hw/renderer.h>
MTS_NAMESPACE_BEGIN
/** \brief Abstract shader program (for fragment/vertex shading)
* \ingroup libhw
*/
class MTS_EXPORT_HW GPUProgram : public Object {
public:
/// Denotes the different components of this program
enum EType {
EVertexProgram = 0,
EFragmentProgram,
EGeometryProgram
};
/// Common geometry shader input/output types
enum EGeometryType {
EPoints,
ELines,
ELineStrips,
ETriangles,
ETriangleStrips,
EQuadrilaterals
};
/// Create an empty program
GPUProgram(const std::string &name = "default");
/// Set the name of this program
inline void setName(const std::string &name) { m_name = name; }
/// Return the name of this program
inline const std::string &getName() const { return m_name; }
/// Set the source code of this program
inline void setSource(EType type, const std::string &source) { m_source[type] = source; }
/// Set the source code of this program by filename
void setSourceFile(EType type, const fs::path &path);
/// Get the source code of this program
inline const std::string &getSource(EType type) const { return m_source[type]; }
/// Upload to the GPU
virtual void init() = 0;
/// Bind the shader
virtual void bind() = 0;
/// Set the default shader program
virtual void unbind() = 0;
/// Remove all allocated handles
virtual void cleanup() = 0;
/// Determine the ID number of a named parameter
virtual int getParameterID(const std::string &name, bool failIfMissing = true) const = 0;
/// Set a boolean parameter by name
inline void setParameter(const std::string &name, bool value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a integer parameter by name
inline void setParameter(const std::string &name, int value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set an unsigned integer parameter by name
inline void setParameter(const std::string &name, uint32_t value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a float parameter by name
inline void setParameter(const std::string &name, Float value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Vector parameter by name
inline void setParameter(const std::string &name, const Vector &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Vector3i parameter by name
inline void setParameter(const std::string &name, const Vector3i &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Vector2 parameter by name
inline void setParameter(const std::string &name, const Vector2 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Vector2i parameter by name
inline void setParameter(const std::string &name, const Vector2i &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Vector4 parameter by name
inline void setParameter(const std::string &name, const Vector4 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Point parameter by name
inline void setParameter(const std::string &name, const Point &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Point3i parameter by name
inline void setParameter(const std::string &name, const Point3i &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Point2 parameter by name
inline void setParameter(const std::string &name, const Point2 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Point2i parameter by name
inline void setParameter(const std::string &name, const Point2i &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Point4 parameter by name
inline void setParameter(const std::string &name, const Point4 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Matrix2x2 parameter by name
inline void setParameter(const std::string &name, const Matrix2x2 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Matrix3x3 parameter by name
inline void setParameter(const std::string &name, const Matrix3x3 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Matrix4x4 parameter by name
inline void setParameter(const std::string &name, const Matrix4x4 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Transform parameter by name
inline void setParameter(const std::string &name, const Transform &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value.getMatrix());
}
/// Set a Color3 parameter by name
inline void setParameter(const std::string &name, const Color3 &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a Spectrum parameter (will be converted to linear RGB) by name
inline void setParameter(const std::string &name, const Spectrum &value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/** Set a GPUTexture parameter by name. Must be executed after
binding the texture to a texture unit */
inline void setParameter(const std::string &name, const GPUTexture *value,
bool failIfMissing = true) {
setParameter(getParameterID(name, failIfMissing), value);
}
/// Set a boolean parameter
virtual void setParameter(int id, bool value) = 0;
/// Set a float parameter
virtual void setParameter(int id, Float value) = 0;
/// Set a int parameter
virtual void setParameter(int id, int value) = 0;
/// Set a uint32_t parameter
virtual void setParameter(int id, uint32_t value) = 0;
/// Set a Vector parameter
virtual void setParameter(int id, const Vector &value) = 0;
/// Set a Vector3i parameter
virtual void setParameter(int id, const Vector3i &value) = 0;
/// Set a Vector2 parameter
virtual void setParameter(int id, const Vector2 &value) = 0;
/// Set a Vector2i parameter
virtual void setParameter(int id, const Vector2i &value) = 0;
/// Set a Vector4 parameter
virtual void setParameter(int id, const Vector4 &value) = 0;
/// Set a Point parameter
virtual void setParameter(int id, const Point &value) = 0;
/// Set a Point3i parameter
virtual void setParameter(int id, const Point3i &value) = 0;
/// Set a Point2 parameter
virtual void setParameter(int id, const Point2 &value) = 0;
/// Set a Point2i parameter
virtual void setParameter(int id, const Point2i &value) = 0;
/// Set a Point4 parameter
virtual void setParameter(int id, const Point4 &value) = 0;
/// Set a Matrix2x2 parameter
virtual void setParameter(int id, const Matrix2x2 &value) = 0;
/// Set a Matrix3x3 parameter
virtual void setParameter(int id, const Matrix3x3 &value) = 0;
/// Set a Matrix4x4 parameter
virtual void setParameter(int id, const Matrix4x4 &value) = 0;
/// Set a Transform parameter
inline void setParameter(int id, const Transform &value) {
setParameter(id, value.getMatrix());
}
/// Set a Color3 parameter
virtual void setParameter(int id, const Color3 &value) = 0;
/// Set a Spectrum parameter (will be converted to linear RGB)
virtual void setParameter(int id, const Spectrum &value) = 0;
/** Set a GPUTexture parameter. Must be executed after
binding the texture to a texture unit */
virtual void setParameter(int id, const GPUTexture *value) = 0;
/// Return a string representation of this class
std::string toString() const;
/// Returns the max. number of vertices generated by the geometry shader
inline int getMaxVertices() const { return m_maxVertices; }
/// Set the max. number of vertices generated by the geometry shader
inline void setMaxVertices(int maxVertices) { m_maxVertices = maxVertices; }
/// Set the input type of the geometry shader
void setInputGeometryType(EGeometryType type) { m_inputGeometryType = type; }
/// Return the input type of the geometry shader
inline EGeometryType getInputGeometryType() const { return m_inputGeometryType; }
/// Set the output type of the geometry shader
void setOutputGeometryType(EGeometryType type) { m_outputGeometryType = type; }
/// Return the output type of the geometry shader
inline EGeometryType getOutputGeometryType() const { return m_outputGeometryType; }
/** Return whether or not this program is currently bound */
inline bool isBound() const { return m_bound; }
/// Create a preprocessor definition (must be used before 'init')
inline void define(const std::string &key, const std::string &value = "") {
m_definitions[key] = value;
}
MTS_DECLARE_CLASS()
protected:
/// Virtual destructor
virtual ~GPUProgram();
protected:
std::string m_name;
std::string m_source[3];
EGeometryType m_inputGeometryType;
EGeometryType m_outputGeometryType;
int m_maxVertices;
bool m_bound;
std::map<std::string, std::string> m_definitions;
};
MTS_NAMESPACE_END
#endif /* __MITSUBA_HW_GPUPROGRAM_H_ */