blender/intern/cycles/kernel/osl/osl_closures.h
Brecht Van Lommel 9a1c1f132d Cycles OSL: most closure code is now shared between OSL and SVM. Also fix
transmission pass and filter glossy option.

The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
2012-10-20 12:18:00 +00:00

165 lines
5.6 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.
*/
#ifndef __OSL_CLOSURES_H__
#define __OSL_CLOSURES_H__
#include <OSL/oslclosure.h>
#include <OSL/oslexec.h>
#include <OSL/genclosure.h>
#include "kernel_types.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
OSL::ClosureParam *closure_emission_params();
OSL::ClosureParam *closure_background_params();
OSL::ClosureParam *closure_holdout_params();
void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
void closure_background_prepare(OSL::RendererServices *, int id, void *data);
void closure_holdout_prepare(OSL::RendererServices *, int id, void *data);
#define CLOSURE_PREPARE(name, classname) \
void name(RendererServices *, int id, void *data) \
{ \
memset(data, 0, sizeof(classname)); \
new (data) classname(); \
}
#define TO_VEC3(v) (*(OSL::Vec3 *)&(v))
#define TO_COLOR3(v) (*(OSL::Color3 *)&(v))
#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
/* BSDF */
class CBSDFClosure : public OSL::ClosurePrimitive {
public:
ShaderClosure sc;
OSL::Vec3 N, T;
CBSDFClosure(int scattering) : OSL::ClosurePrimitive(BSDF),
m_scattering_label(scattering), m_shaderdata_flag(0) { }
~CBSDFClosure() { }
int scattering() const { return m_scattering_label; }
int shaderdata_flag() const { return m_shaderdata_flag; }
ClosureType shaderclosure_type() const { return sc.type; }
virtual void blur(float roughness);
virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
virtual int sample(const float3 &Ng,
const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
float randu, float randv,
float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
float &pdf, float3 &eval) const = 0;
protected:
int m_scattering_label;
int m_shaderdata_flag;
};
#define BSDF_CLOSURE_CLASS_BEGIN(Upper, lower, svmlower, TYPE) \
\
class Upper##Closure : public CBSDFClosure { \
public: \
Upper##Closure() : CBSDFClosure(TYPE) {} \
size_t memsize() const { return sizeof(*this); } \
const char *name() const { return #lower; } \
\
void setup() \
{ \
sc.N = TO_FLOAT3(N); \
sc.T = TO_FLOAT3(T); \
m_shaderdata_flag = bsdf_##lower##_setup(&sc); \
} \
\
bool mergeable(const ClosurePrimitive *other) const \
{ \
return false; \
} \
\
void blur(float roughness) \
{ \
bsdf_##svmlower##_blur(&sc, roughness); \
} \
\
void print_on(std::ostream &out) const \
{ \
out << name() << " ((" << sc.N[0] << ", " << sc.N[1] << ", " << sc.N[2] << "))"; \
} \
\
float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
{ \
return bsdf_##svmlower##_eval_reflect(&sc, omega_out, omega_in, &pdf); \
} \
\
float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
{ \
return bsdf_##svmlower##_eval_transmit(&sc, omega_out, omega_in, &pdf); \
} \
\
int sample(const float3 &Ng, \
const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy, \
float randu, float randv, \
float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy, \
float &pdf, float3 &eval) const \
{ \
return bsdf_##svmlower##_sample(&sc, Ng, omega_out, domega_out_dx, domega_out_dy, \
randu, randv, &eval, &omega_in, &domega_in_dx, &domega_in_dy, &pdf); \
} \
}; \
\
ClosureParam *bsdf_##lower##_params() \
{ \
static ClosureParam params[] = {
/* parameters */
#define BSDF_CLOSURE_CLASS_END(Upper, lower) \
CLOSURE_STRING_KEYPARAM("label"), \
CLOSURE_FINISH_PARAM(Upper##Closure) \
}; \
return params; \
} \
\
CLOSURE_PREPARE(bsdf_##lower##_prepare, Upper##Closure)
CCL_NAMESPACE_END
#endif /* __OSL_CLOSURES_H__ */