d5b679253a
* Sun, area and point lights with size now supported * Cast shadow option to disable shadow casting for lamps * Emission strength of materials tweaked such that setting strength to 1.0 basically makes the material "shadeless" in that the value of the color input will be the resulting color in the image.
108 lines
3.8 KiB
C++
108 lines
3.8 KiB
C++
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <OpenImageIO/fmath.h>
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#include <OSL/genclosure.h>
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#include "osl_closures.h"
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CCL_NAMESPACE_BEGIN
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using namespace OSL;
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/// Variable cone emissive closure
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///
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/// This primitive emits in a cone having a configurable
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/// penumbra area where the light decays to 0 reaching the
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/// outer_angle limit. It can also behave as a lambertian emitter
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/// if the provided angles are PI/2, which is the default
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///
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class GenericEmissiveClosure : public EmissiveClosure {
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public:
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GenericEmissiveClosure() { }
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void setup() { }
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size_t memsize () const { return sizeof(*this); }
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const char *name () const { return "emission"; }
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void print_on (std::ostream &out) const {
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out << name() << "()";
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}
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Color3 eval (const Vec3 &Ng, const Vec3 &omega_out) const
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{
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float cosNO = fabsf(Ng.dot(omega_out));
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float res = cosNO > 0 ? 1.0f: 0.0f;
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return Color3(res, res, res);
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}
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void sample (const Vec3 &Ng, float randu, float randv,
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Vec3 &omega_out, float &pdf) const
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{
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// We don't do anything sophisticated here for the step
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// We just sample the whole cone uniformly to the cosine
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Vec3 T, B;
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make_orthonormals(Ng, T, B);
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float phi = 2 * (float) M_PI * randu;
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float cosTheta = sqrtf(1.0f - 1.0f * randv);
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float sinTheta = sqrtf(1.0f - cosTheta * cosTheta);
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omega_out = (cosf(phi) * sinTheta) * T +
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(sinf(phi) * sinTheta) * B +
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cosTheta * Ng;
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pdf = 1.0f / float(M_PI);
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}
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/// Return the probability distribution function in the direction omega_out,
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/// given the parameters and the light's surface normal. This MUST match
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/// the PDF computed by sample().
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float pdf (const Vec3 &Ng,
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const Vec3 &omega_out) const
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{
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float cosNO = Ng.dot(omega_out);
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return cosNO > 0 ? 1.0f: 0.0f;
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}
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};
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ClosureParam closure_emission_params[] = {
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CLOSURE_STRING_KEYPARAM("label"),
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CLOSURE_FINISH_PARAM(GenericEmissiveClosure) };
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CLOSURE_PREPARE(closure_emission_prepare, GenericEmissiveClosure)
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CCL_NAMESPACE_END
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