188 lines
5.8 KiB
C++
188 lines
5.8 KiB
C++
/*
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This file is part of Mitsuba, a physically based rendering system.
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Copyright (c) 2007-2012 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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#include <mitsuba/hw/gpuprogram.h>
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MTS_NAMESPACE_BEGIN
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/*!\plugin{checkerboard}{Checkerboard}
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* \order{2}
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* \parameters{
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* \parameter{color0, color1}{\Spectrum}{
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* Color values for the two differently-colored patches
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* \default{0.4 and 0.2}
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* }
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* \parameter{uoffset, voffset}{\Float}{
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* Numerical offset that should be applied to UV values before a lookup
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* }
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* \parameter{uscale, vscale}{\Float}{
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* Multiplicative factors that should be applied to UV values before a lookup
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* }
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* }
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* \renderings{
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* \rendering{Checkerboard applied to the material test object
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* as well as the ground plane}{tex_checkerboard}
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* }
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* This plugin implements a simple procedural checkerboard texture with
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* customizable colors.
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*/
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class Checkerboard : public Texture2D {
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public:
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Checkerboard(const Properties &props) : Texture2D(props) {
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m_color0 = props.getSpectrum("color0", Spectrum(.4f));
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m_color1 = props.getSpectrum("color1", Spectrum(.2f));
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}
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Checkerboard(Stream *stream, InstanceManager *manager)
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: Texture2D(stream, manager) {
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m_color0 = Spectrum(stream);
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m_color1 = Spectrum(stream);
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}
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void serialize(Stream *stream, InstanceManager *manager) const {
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Texture2D::serialize(stream, manager);
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m_color0.serialize(stream);
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m_color1.serialize(stream);
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}
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inline Spectrum eval(const Point2 &uv) const {
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int x = 2*modulo((int) (uv.x * 2), 2) - 1,
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y = 2*modulo((int) (uv.y * 2), 2) - 1;
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if (x*y == 1)
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return m_color0;
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else
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return m_color1;
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}
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Spectrum eval(const Point2 &uv,
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const Vector2 &d0, const Vector2 &d1) const {
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/* Filtering is currently not supported */
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return Checkerboard::eval(uv);
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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 getMaximum() const {
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Spectrum max;
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for (int i=0; i<SPECTRUM_SAMPLES; ++i)
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max[i] = std::max(m_color0[i], m_color1[i]);
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return max;
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}
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Spectrum getMinimum() const {
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Spectrum min;
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for (int i=0; i<SPECTRUM_SAMPLES; ++i)
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min[i] = std::min(m_color0[i], m_color1[i]);
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return min;
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}
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Spectrum getAverage() const {
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return (m_color0 + m_color1) * 0.5f;
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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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std::ostringstream oss;
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oss << "Checkerboard[" << endl
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<< " color1 = " << m_color1.toString() << "," << endl
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<< " color0 = " << m_color0.toString() << endl
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<< "]";
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return oss.str();
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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_color1;
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Spectrum m_color0;
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};
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// ================ Hardware shader implementation ================
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class CheckerboardShader : public Shader {
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public:
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CheckerboardShader(Renderer *renderer, const Spectrum &color0,
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const Spectrum &color1, const Point2 &uvOffset,
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const Vector2 &uvScale) : Shader(renderer, ETextureShader),
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m_color0(color0), m_color1(color1),
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m_uvOffset(uvOffset), m_uvScale(uvScale) {
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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 << "uniform vec3 " << evalName << "_color0;" << endl
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<< "uniform vec3 " << evalName << "_color1;" << endl
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<< "uniform vec2 " << evalName << "_uvOffset;" << endl
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<< "uniform vec2 " << evalName << "_uvScale;" << endl
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<< endl
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<< "vec3 " << evalName << "(vec2 uv) {" << endl
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<< " uv = vec2(" << endl
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<< " uv.x * " << evalName << "_uvScale.x + " << evalName << "_uvOffset.x," << endl
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<< " uv.y * " << evalName << "_uvScale.y + " << evalName << "_uvOffset.y);" << endl
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<< " float x = 2*(mod(int(uv.x*2), 2)) - 1, y = 2*(mod(int(uv.y*2), 2)) - 1;" << endl
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<< " if (x*y == 1)" << endl
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<< " return " << evalName << "_color0;" << endl
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<< " else" << endl
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<< " return " << evalName << "_color1;" << endl
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<< "}" << endl;
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}
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void resolve(const GPUProgram *program, const std::string &evalName, std::vector<int> ¶meterIDs) const {
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parameterIDs.push_back(program->getParameterID(evalName + "_color0", false));
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parameterIDs.push_back(program->getParameterID(evalName + "_color1", false));
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parameterIDs.push_back(program->getParameterID(evalName + "_uvOffset", false));
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parameterIDs.push_back(program->getParameterID(evalName + "_uvScale", false));
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}
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void bind(GPUProgram *program, const std::vector<int> ¶meterIDs,
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int &textureUnitOffset) const {
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program->setParameter(parameterIDs[0], m_color0);
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program->setParameter(parameterIDs[1], m_color1);
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program->setParameter(parameterIDs[2], m_uvOffset);
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program->setParameter(parameterIDs[3], m_uvScale);
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}
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MTS_DECLARE_CLASS()
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private:
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Spectrum m_color0;
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Spectrum m_color1;
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Point2 m_uvOffset;
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Vector2 m_uvScale;
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};
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Shader *Checkerboard::createShader(Renderer *renderer) const {
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return new CheckerboardShader(renderer, m_color0, m_color1,
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m_uvOffset, m_uvScale);
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}
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MTS_IMPLEMENT_CLASS(CheckerboardShader, false, Shader)
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MTS_IMPLEMENT_CLASS_S(Checkerboard, false, Texture2D)
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MTS_EXPORT_PLUGIN(Checkerboard, "Checkerboard texture");
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MTS_NAMESPACE_END
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