1 /*
2 Copyright (c) 2003-2010 Sony Pictures Imageworks Inc., et al.
3 All Rights Reserved.
4 
5 Redistribution and use in source and binary forms, with or without
6 modification, are permitted provided that the following conditions are
7 met:
8 * Redistributions of source code must retain the above copyright
9   notice, this list of conditions and the following disclaimer.
10 * Redistributions in binary form must reproduce the above copyright
11   notice, this list of conditions and the following disclaimer in the
12   documentation and/or other materials provided with the distribution.
13 * Neither the name of Sony Pictures Imageworks nor the names of its
14   contributors may be used to endorse or promote products derived from
15   this software without specific prior written permission.
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
17 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
18 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
19 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
20 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
21 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
22 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
23 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
24 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28 
29 #include <OpenColorIO/OpenColorIO.h>
30 
31 #include "GpuShaderUtils.h"
32 #include "MathUtils.h"
33 
34 #include <cmath>
35 #include <sstream>
36 
37 OCIO_NAMESPACE_ENTER
38 {
39     void Write_half4x4(std::ostream & os, const float * m44, GpuLanguage lang)
40     {
41         if(lang == GPU_LANGUAGE_CG)
42         {
43             os << "half4x4(";
44             for(int i=0; i<16; i++)
45             {
46                 if(i!=0) os << ", ";
47                 os << ClampToNormHalf(m44[i]);
48             }
49             os << ")";
50         }
51         else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
52         {
53             os << "mat4(";
54             for(int i=0; i<16; i++)
55             {
56                 if(i!=0) os << ", ";
57                 os << m44[i]; // Clamping to half is not necessary
58             }
59             os << ")";
60         }
61         else
62         {
63             throw Exception("Unsupported shader language.");
64         }
65     }
66 
67     void Write_half4(std::ostream & os, const float * v4,  GpuLanguage lang)
68     {
69         if(lang == GPU_LANGUAGE_CG)
70         {
71             os << "half4(";
72             for(int i=0; i<4; i++)
73             {
74                 if(i!=0) os << ", ";
75                 os << ClampToNormHalf(v4[i]);
76             }
77             os << ")";
78         }
79         else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
80         {
81             os << "vec4(";
82             for(int i=0; i<4; i++)
83             {
84                 if(i!=0) os << ", ";
85                 os << v4[i]; // Clamping to half is not necessary
86             }
87             os << ")";
88         }
89         else
90         {
91             throw Exception("Unsupported shader language.");
92         }
93     }
94 
95     void Write_half3(std::ostream & os, const float * v3,  GpuLanguage lang)
96     {
97         if(lang == GPU_LANGUAGE_CG)
98         {
99             os << "half3(";
100             for(int i=0; i<3; i++)
101             {
102                 if(i!=0) os << ", ";
103                 os << ClampToNormHalf(v3[i]);
104             }
105             os << ")";
106         }
107         else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
108         {
109             os << "vec3(";
110             for(int i=0; i<3; i++)
111             {
112                 if(i!=0) os << ", ";
113                 os << v3[i]; // Clamping to half is not necessary
114             }
115             os << ")";
116         }
117         else
118         {
119             throw Exception("Unsupported shader language.");
120         }
121     }
122 
123 
124 
125 
126     std::string GpuTextHalf4x4(const float * m44, GpuLanguage lang)
127     {
128         std::ostringstream os;
129         Write_half4x4(os, m44, lang);
130         return os.str();
131     }
132 
133     std::string GpuTextHalf4(const float * v4, GpuLanguage lang)
134     {
135         std::ostringstream os;
136         Write_half4(os, v4, lang);
137         return os.str();
138     }
139 
140     std::string GpuTextHalf3(const float * v3, GpuLanguage lang)
141     {
142         std::ostringstream os;
143         Write_half3(os, v3, lang);
144         return os.str();
145     }
146 
147     // Note that Cg and GLSL have opposite ordering for vec/mtx multiplication
148     void Write_mtx_x_vec(std::ostream & os,
149                          const std::string & mtx, const std::string & vec,
150                          GpuLanguage lang)
151     {
152         if(lang == GPU_LANGUAGE_CG)
153         {
154             os << "mul( " << mtx << ", " << vec << ")";
155         }
156         else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
157         {
158             os << vec << " * " << mtx;
159         }
160         else
161         {
162             throw Exception("Unsupported shader language.");
163         }
164     }
165 
166 
167     void Write_sampleLut3D_rgb(std::ostream & os, const std::string& variableName,
168                                const std::string& lutName, int lut3DEdgeLen,
169                                GpuLanguage lang)
170     {
171         float m = ((float) lut3DEdgeLen-1.0f) / (float) lut3DEdgeLen;
172         float b = 1.0f / (2.0f * (float) lut3DEdgeLen);
173 
174         if(lang == GPU_LANGUAGE_CG)
175         {
176             os << "tex3D(";
177             os << lutName << ", ";
178             os << m << " * " << variableName << ".rgb + " << b << ").rgb;" << std::endl;
179         }
180         else if(lang == GPU_LANGUAGE_GLSL_1_0 || lang == GPU_LANGUAGE_GLSL_1_3)
181         {
182             os << "texture3D(";
183             os << lutName << ", ";
184             os << m << " * " << variableName << ".rgb + " << b << ").rgb;" << std::endl;
185         }
186         else
187         {
188             throw Exception("Unsupported shader language.");
189         }
190     }
191 
192 }
193 OCIO_NAMESPACE_EXIT
194