/* 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 #include "GpuShaderUtils.h" #include "MathUtils.h" #include #include 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