102 lines
2.5 KiB
C++
102 lines
2.5 KiB
C++
/*
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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.
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Mitsuba is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License Version 3
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as published by the Free Software Foundation.
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Mitsuba is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <mitsuba/render/texture.h>
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#include <mitsuba/render/shape.h>
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#include <mitsuba/core/properties.h>
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MTS_NAMESPACE_BEGIN
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/**
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* Vertex colors passthrough texture
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*/
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class VertexColors : public Texture {
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public:
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VertexColors(const Properties &props) : Texture(props) {
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}
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VertexColors(Stream *stream, InstanceManager *manager)
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: Texture(stream, manager) {
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}
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void serialize(Stream *stream, InstanceManager *manager) const {
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Texture::serialize(stream, manager);
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}
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Spectrum getValue(const Intersection &its) const {
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return its.color;
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}
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bool usesRayDifferentials() const {
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return false;
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}
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Spectrum getAverage() const {
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return Spectrum(1.0f);
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}
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Spectrum getMaximum() const {
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return Spectrum(1.0f);
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}
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bool isConstant() const {
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return false;
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}
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std::string toString() const {
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return "VertexColors[]";
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}
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Shader *createShader(Renderer *renderer) const;
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MTS_DECLARE_CLASS()
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protected:
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Spectrum m_reflectance;
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};
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// ================ Hardware shader implementation ================
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class VertexColorShader : public Shader {
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public:
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VertexColorShader(Renderer *renderer) : Shader(renderer, ETextureShader) {
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}
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void generateCode(std::ostringstream &oss,
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const std::string &evalName,
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const std::vector<std::string> &depNames) const {
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oss << "vec3 " << evalName << "(vec2 uv) {" << endl
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<< " return vertexColor;" << endl
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<< "}" << endl;
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}
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MTS_DECLARE_CLASS()
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private:
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Spectrum m_brightReflectance;
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Spectrum m_darkReflectance;
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Float m_width;
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};
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Shader *VertexColors::createShader(Renderer *renderer) const {
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return new VertexColorShader(renderer);
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}
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MTS_IMPLEMENT_CLASS(VertexColorShader, false, Shader)
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MTS_IMPLEMENT_CLASS_S(VertexColors, false, Texture)
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MTS_EXPORT_PLUGIN(VertexColors, "VertexColors texture");
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MTS_NAMESPACE_END
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