blender/intern/cycles/kernel/osl/osl_bssrdf.cpp
2017-03-08 00:52:41 -05:00

185 lines
5.8 KiB
C++

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* 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 <OSL/genclosure.h>
#include "kernel_compat_cpu.h"
#include "osl_closures.h"
#include "kernel_types.h"
#include "kernel_montecarlo.h"
#include "closure/alloc.h"
#include "closure/bsdf_diffuse.h"
#include "closure/bssrdf.h"
CCL_NAMESPACE_BEGIN
using namespace OSL;
class CBSSRDFClosure : public CClosurePrimitive {
public:
Bssrdf params;
float3 radius;
float3 albedo;
void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type)
{
float sample_weight = fabsf(average(weight));
/* disable in case of diffuse ancestor, can't see it well then and
* adds considerably noise due to probabilities of continuing path
* getting lower and lower */
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
radius = make_float3(0.0f, 0.0f, 0.0f);
}
if(sample_weight > CLOSURE_WEIGHT_CUTOFF) {
/* sharpness */
float sharpness = params.sharpness;
/* texture color blur */
float texture_blur = params.texture_blur;
/* create one closure per color channel */
Bssrdf *bssrdf = bssrdf_alloc(sd, make_float3(weight.x, 0.0f, 0.0f));
if(bssrdf) {
bssrdf->sample_weight = sample_weight;
bssrdf->radius = radius.x;
bssrdf->texture_blur = texture_blur;
bssrdf->albedo = albedo.x;
bssrdf->sharpness = sharpness;
bssrdf->N = params.N;
sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
}
bssrdf = bssrdf_alloc(sd, make_float3(0.0f, weight.y, 0.0f));
if(bssrdf) {
bssrdf->sample_weight = sample_weight;
bssrdf->radius = radius.y;
bssrdf->texture_blur = texture_blur;
bssrdf->albedo = albedo.y;
bssrdf->sharpness = sharpness;
bssrdf->N = params.N;
sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
}
bssrdf = bssrdf_alloc(sd, make_float3(0.0f, 0.0f, weight.z));
if(bssrdf) {
bssrdf->sample_weight = sample_weight;
bssrdf->radius = radius.z;
bssrdf->texture_blur = texture_blur;
bssrdf->albedo = albedo.z;
bssrdf->sharpness = sharpness;
bssrdf->N = params.N;
sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type);
}
}
}
};
/* Cubic */
class CubicBSSRDFClosure : public CBSSRDFClosure {
public:
void setup(ShaderData *sd, int path_flag, float3 weight)
{
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_CUBIC_ID);
}
};
ClosureParam *closure_bssrdf_cubic_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, radius),
CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.texture_blur),
CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.sharpness),
CLOSURE_STRING_KEYPARAM(CubicBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(CubicBSSRDFClosure)
};
return params;
}
CCLOSURE_PREPARE(closure_bssrdf_cubic_prepare, CubicBSSRDFClosure)
/* Gaussian */
class GaussianBSSRDFClosure : public CBSSRDFClosure {
public:
void setup(ShaderData *sd, int path_flag, float3 weight)
{
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_GAUSSIAN_ID);
}
};
ClosureParam *closure_bssrdf_gaussian_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, radius),
CLOSURE_FLOAT_PARAM(GaussianBSSRDFClosure, params.texture_blur),
CLOSURE_STRING_KEYPARAM(GaussianBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(GaussianBSSRDFClosure)
};
return params;
}
CCLOSURE_PREPARE(closure_bssrdf_gaussian_prepare, GaussianBSSRDFClosure)
/* Burley */
class BurleyBSSRDFClosure : public CBSSRDFClosure {
public:
void setup(ShaderData *sd, int path_flag, float3 weight)
{
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_BURLEY_ID);
}
};
ClosureParam *closure_bssrdf_burley_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.N),
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, radius),
CLOSURE_FLOAT_PARAM(BurleyBSSRDFClosure, params.texture_blur),
CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, albedo),
CLOSURE_STRING_KEYPARAM(BurleyBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(BurleyBSSRDFClosure)
};
return params;
}
CCLOSURE_PREPARE(closure_bssrdf_burley_prepare, BurleyBSSRDFClosure)
CCL_NAMESPACE_END