blender/intern/cycles/kernel/osl/bsdf_diffuse.cpp

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/*
* 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 <OpenImageIO/fmath.h>
#include <OSL/genclosure.h>
#include "osl_closures.h"
#include "util_math.h"
CCL_NAMESPACE_BEGIN
using namespace OSL;
class DiffuseClosure : public BSDFClosure {
public:
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Vec3 m_N;
DiffuseClosure() : BSDFClosure(Labels::DIFFUSE) {}
void setup() {};
bool mergeable(const ClosurePrimitive *other) const {
const DiffuseClosure *comp = (const DiffuseClosure *)other;
return m_N == comp->m_N && BSDFClosure::mergeable(other);
}
size_t memsize() const { return sizeof(*this); }
const char *name() const { return "diffuse"; }
void print_on(std::ostream &out) const
{
out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
}
float albedo(const Vec3 &omega_out) const
{
return 1.0f;
}
Color3 eval_reflect(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
{
float cos_pi = max(m_N.dot(omega_in), 0.0f) * (float) M_1_PI;
pdf = cos_pi;
return Color3(cos_pi, cos_pi, cos_pi);
}
Color3 eval_transmit(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
{
return Color3(0, 0, 0);
}
ustring sample(const Vec3 &Ng,
const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
float randu, float randv,
Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
float &pdf, Color3 &eval) const
{
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
sample_cos_hemisphere(m_N, omega_out, randu, randv, omega_in, pdf);
if (Ng.dot(omega_in) > 0) {
eval.setValue(pdf, pdf, pdf);
// TODO: find a better approximation for the diffuse bounce
domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
domega_in_dx *= 125;
domega_in_dy *= 125;
}
else
pdf = 0;
return Labels::REFLECT;
}
};
class TranslucentClosure : public BSDFClosure {
public:
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Vec3 m_N;
TranslucentClosure() : BSDFClosure(Labels::DIFFUSE, Back) {}
void setup() {};
bool mergeable(const ClosurePrimitive *other) const {
const TranslucentClosure *comp = (const TranslucentClosure *)other;
return m_N == comp->m_N && BSDFClosure::mergeable(other);
}
size_t memsize() const { return sizeof(*this); }
const char *name() const { return "translucent"; }
void print_on(std::ostream &out) const
{
out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
}
Color3 eval_reflect(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
{
return Color3(0, 0, 0);
}
float albedo(const Vec3 &omega_out) const
{
return 1.0f;
}
Color3 eval_transmit(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
{
float cos_pi = max(-m_N.dot(omega_in), 0.0f) * (float) M_1_PI;
pdf = cos_pi;
return Color3(cos_pi, cos_pi, cos_pi);
}
ustring sample(const Vec3 &Ng,
const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
float randu, float randv,
Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
float &pdf, Color3 &eval) const
{
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
sample_cos_hemisphere(-m_N, omega_out, randu, randv, omega_in, pdf);
if (Ng.dot(omega_in) < 0) {
eval.setValue(pdf, pdf, pdf);
// TODO: find a better approximation for the diffuse bounce
domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
domega_in_dx *= -125;
domega_in_dy *= -125;
}
else
pdf = 0;
return Labels::TRANSMIT;
}
};
ClosureParam bsdf_diffuse_params[] = {
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CLOSURE_VECTOR_PARAM(DiffuseClosure, m_N),
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(DiffuseClosure)
};
ClosureParam bsdf_translucent_params[] = {
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CLOSURE_VECTOR_PARAM(TranslucentClosure, m_N),
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(TranslucentClosure)
};
CLOSURE_PREPARE(bsdf_diffuse_prepare, DiffuseClosure)
CLOSURE_PREPARE(bsdf_translucent_prepare, TranslucentClosure)
CCL_NAMESPACE_END