mitsuba/src/textures/checkerboard.cpp

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