/src/core/GpuShaderUtils.cpp
http://github.com/imageworks/OpenColorIO · C++ · 193 lines · 148 code · 17 blank · 28 comment · 47 complexity · 3fa0851cf60bee2bf25b1e0988fa8d9d MD5 · raw file
- /*
- Copyright (c) 2003-2010 Sony Pictures Imageworks Inc., et al.
- All Rights Reserved.
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are
- met:
- * Redistributions of source code must retain the above copyright
- notice, this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- * Neither the name of Sony Pictures Imageworks nor the names of its
- contributors may be used to endorse or promote products derived from
- this software without specific prior written permission.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- #include <OpenColorIO/OpenColorIO.h>
- #include "GpuShaderUtils.h"
- #include "MathUtils.h"
- #include <cmath>
- #include <sstream>
- OCIO_NAMESPACE_ENTER
- {
- void Write_half4x4(std::ostream & os, const float * m44, GpuLanguage lang)
- {
- if(lang == GPU_LANGUAGE_CG)
- {
- os << "half4x4(";
- for(int i=0; i<16; i++)
- {
- if(i!=0) os << ", ";
- os << ClampToNormHalf(m44[i]);
- }
- os << ")";
- }
- else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
- {
- os << "mat4(";
- for(int i=0; i<16; i++)
- {
- if(i!=0) os << ", ";
- os << m44[i]; // Clamping to half is not necessary
- }
- os << ")";
- }
- else
- {
- throw Exception("Unsupported shader language.");
- }
- }
-
- void Write_half4(std::ostream & os, const float * v4, GpuLanguage lang)
- {
- if(lang == GPU_LANGUAGE_CG)
- {
- os << "half4(";
- for(int i=0; i<4; i++)
- {
- if(i!=0) os << ", ";
- os << ClampToNormHalf(v4[i]);
- }
- os << ")";
- }
- else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
- {
- os << "vec4(";
- for(int i=0; i<4; i++)
- {
- if(i!=0) os << ", ";
- os << v4[i]; // Clamping to half is not necessary
- }
- os << ")";
- }
- else
- {
- throw Exception("Unsupported shader language.");
- }
- }
-
- void Write_half3(std::ostream & os, const float * v3, GpuLanguage lang)
- {
- if(lang == GPU_LANGUAGE_CG)
- {
- os << "half3(";
- for(int i=0; i<3; i++)
- {
- if(i!=0) os << ", ";
- os << ClampToNormHalf(v3[i]);
- }
- os << ")";
- }
- else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
- {
- os << "vec3(";
- for(int i=0; i<3; i++)
- {
- if(i!=0) os << ", ";
- os << v3[i]; // Clamping to half is not necessary
- }
- os << ")";
- }
- else
- {
- throw Exception("Unsupported shader language.");
- }
- }
-
-
-
-
- std::string GpuTextHalf4x4(const float * m44, GpuLanguage lang)
- {
- std::ostringstream os;
- Write_half4x4(os, m44, lang);
- return os.str();
- }
-
- std::string GpuTextHalf4(const float * v4, GpuLanguage lang)
- {
- std::ostringstream os;
- Write_half4(os, v4, lang);
- return os.str();
- }
-
- std::string GpuTextHalf3(const float * v3, GpuLanguage lang)
- {
- std::ostringstream os;
- Write_half3(os, v3, lang);
- return os.str();
- }
-
- // Note that Cg and GLSL have opposite ordering for vec/mtx multiplication
- void Write_mtx_x_vec(std::ostream & os,
- const std::string & mtx, const std::string & vec,
- GpuLanguage lang)
- {
- if(lang == GPU_LANGUAGE_CG)
- {
- os << "mul( " << mtx << ", " << vec << ")";
- }
- else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
- {
- os << vec << " * " << mtx;
- }
- else
- {
- throw Exception("Unsupported shader language.");
- }
- }
-
-
- void Write_sampleLut3D_rgb(std::ostream & os, const std::string& variableName,
- const std::string& lutName, int lut3DEdgeLen,
- GpuLanguage lang)
- {
- float m = ((float) lut3DEdgeLen-1.0f) / (float) lut3DEdgeLen;
- float b = 1.0f / (2.0f * (float) lut3DEdgeLen);
-
- if(lang == GPU_LANGUAGE_CG)
- {
- os << "tex3D(";
- os << lutName << ", ";
- os << m << " * " << variableName << ".rgb + " << b << ").rgb;" << std::endl;
- }
- else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
- {
- os << "texture3D(";
- os << lutName << ", ";
- os << m << " * " << variableName << ".rgb + " << b << ").rgb;" << std::endl;
- }
- else
- {
- throw Exception("Unsupported shader language.");
- }
- }
- }
- OCIO_NAMESPACE_EXIT