Brecht Van Lommel
746628e0d0
These were removed in new OSL versions. We only used these as base classes, not using them at all simplifies the code a bit.
111 lines
3.5 KiB
C++
111 lines
3.5 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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/// Generic background closure
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///
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/// We only have a background closure for the shaders
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/// to return a color in background shaders. No methods,
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/// only the weight is taking into account
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///
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class GenericBackgroundClosure : public CClosurePrimitive {
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public:
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GenericBackgroundClosure() : CClosurePrimitive(Background) {}
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};
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/// Holdout closure
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///
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/// This will be used by the shader to mark the
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/// amount of holdout for the current shading
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/// point. No parameters, only the weight will be
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/// used
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///
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class HoldoutClosure : CClosurePrimitive {
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public:
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HoldoutClosure () : CClosurePrimitive(Holdout) {}
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};
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/// ambient occlusion closure
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///
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/// We only have a ambient occlusion closure for the shaders
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/// to return a color in ambient occlusion shaders. No methods,
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/// only the weight is taking into account
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///
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class AmbientOcclusionClosure : public CClosurePrimitive {
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public:
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AmbientOcclusionClosure () : CClosurePrimitive(AmbientOcclusion) {}
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};
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ClosureParam *closure_background_params()
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{
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static ClosureParam params[] = {
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CLOSURE_STRING_KEYPARAM("label"),
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CLOSURE_FINISH_PARAM(GenericBackgroundClosure)
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};
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return params;
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}
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CCLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure)
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ClosureParam *closure_holdout_params()
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{
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static ClosureParam params[] = {
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CLOSURE_FINISH_PARAM(HoldoutClosure)
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};
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return params;
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}
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CCLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure)
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ClosureParam *closure_ambient_occlusion_params()
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{
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static ClosureParam params[] = {
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CLOSURE_STRING_KEYPARAM("label"),
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CLOSURE_FINISH_PARAM(AmbientOcclusionClosure)
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};
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return params;
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}
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CCLOSURE_PREPARE(closure_ambient_occlusion_prepare, AmbientOcclusionClosure)
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CCL_NAMESPACE_END
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