blender/intern/cycles/kernel/osl/osl_closures.h
Thomas Dinges 4b2fadeaba Cycles: Remove Westin closure.
Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
2014-10-03 16:03:49 +02:00

238 lines
7.4 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 "util_types.h"
#include "kernel_types.h"
#include <OSL/oslclosure.h>
#include <OSL/oslexec.h>
#include <OSL/genclosure.h>
CCL_NAMESPACE_BEGIN
OSL::ClosureParam *closure_emission_params();
OSL::ClosureParam *closure_background_params();
OSL::ClosureParam *closure_holdout_params();
OSL::ClosureParam *closure_ambient_occlusion_params();
OSL::ClosureParam *closure_bsdf_diffuse_ramp_params();
OSL::ClosureParam *closure_bsdf_phong_ramp_params();
OSL::ClosureParam *closure_bssrdf_cubic_params();
OSL::ClosureParam *closure_bssrdf_gaussian_params();
OSL::ClosureParam *closure_henyey_greenstein_volume_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);
void closure_ambient_occlusion_prepare(OSL::RendererServices *, int id, void *data);
void closure_bsdf_diffuse_ramp_prepare(OSL::RendererServices *, int id, void *data);
void closure_bsdf_phong_ramp_prepare(OSL::RendererServices *, int id, void *data);
void closure_bssrdf_cubic_prepare(OSL::RendererServices *, int id, void *data);
void closure_bssrdf_gaussian_prepare(OSL::RendererServices *, int id, void *data);
void closure_henyey_greenstein_volume_prepare(OSL::RendererServices *, int id, void *data);
#define CCLOSURE_PREPARE(name, classname) \
void name(RendererServices *, int id, void *data) \
{ \
memset(data, 0, sizeof(classname)); \
new (data) classname(); \
}
#define CCLOSURE_PREPARE_STATIC(name, classname) static CCLOSURE_PREPARE(name, classname)
#define CLOSURE_FLOAT3_PARAM(st, fld) \
{ TypeDesc::TypeVector, reckless_offsetof(st, fld), NULL, sizeof(OSL::Vec3) }
#define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z)
#define TO_COLOR3(v) OSL::Color3(v.x, v.y, v.z)
#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
/* Closure */
class CClosurePrimitive {
public:
enum Category {
BSDF, ///< Reflective and/or transmissive surface
BSSRDF, ///< Sub-surface light transfer
Emissive, ///< Light emission
Background, ///< Background emission
Volume, ///< Volume scattering
Holdout, ///< Holdout from alpha
AmbientOcclusion, ///< Ambient occlusion
};
CClosurePrimitive (Category category_) : category (category_) {}
virtual ~CClosurePrimitive() {}
virtual void setup() {}
Category category;
};
/* BSDF */
class CBSDFClosure : public CClosurePrimitive {
public:
ShaderClosure sc;
CBSDFClosure(int scattering) : CClosurePrimitive(BSDF),
m_scattering_label(scattering), m_shaderdata_flag(0)
{}
int scattering() const { return m_scattering_label; }
int shaderdata_flag() const { return m_shaderdata_flag; }
virtual void blur(float roughness) = 0;
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) \
{ \
} \
\
void setup() \
{ \
sc.prim = NULL; \
m_shaderdata_flag = bsdf_##lower##_setup(&sc); \
} \
\
void blur(float roughness) \
{ \
} \
\
float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
{ \
pdf = 0; \
return make_float3(0, 0, 0); \
} \
\
float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
{ \
pdf = 0; \
return make_float3(0, 0, 0); \
} \
\
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 \
{ \
pdf = 0; \
return LABEL_NONE; \
} \
}; \
\
static 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; \
} \
\
CCLOSURE_PREPARE_STATIC(bsdf_##lower##_prepare, Upper##Closure)
/* Volume */
class CVolumeClosure : public CClosurePrimitive {
public:
ShaderClosure sc;
CVolumeClosure(int scattering) : CClosurePrimitive(Volume),
m_scattering_label(scattering), m_shaderdata_flag(0)
{}
~CVolumeClosure() { }
int scattering() const { return m_scattering_label; }
int shaderdata_flag() const { return m_shaderdata_flag; }
protected:
int m_scattering_label;
int m_shaderdata_flag;
};
#define VOLUME_CLOSURE_CLASS_BEGIN(Upper, lower, TYPE) \
\
class Upper##Closure : public CVolumeClosure { \
public: \
Upper##Closure() : CVolumeClosure(TYPE) {} \
\
void setup() \
{ \
sc.prim = NULL; \
m_shaderdata_flag = volume_##lower##_setup(&sc); \
} \
}; \
\
static ClosureParam *volume_##lower##_params() \
{ \
static ClosureParam params[] = {
/* parameters */
#define VOLUME_CLOSURE_CLASS_END(Upper, lower) \
CLOSURE_STRING_KEYPARAM("label"), \
CLOSURE_FINISH_PARAM(Upper##Closure) \
}; \
return params; \
} \
\
CCLOSURE_PREPARE_STATIC(volume_##lower##_prepare, Upper##Closure)
CCL_NAMESPACE_END
#endif /* __OSL_CLOSURES_H__ */