blender/intern/cycles/kernel/osl/background.cpp
Brecht Van Lommel 27d647dcf8 Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
2012-11-06 19:59:02 +00:00

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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"
CCL_NAMESPACE_BEGIN
using namespace OSL;
/// Generic background closure
///
/// We only have a background closure for the shaders
/// to return a color in background shaders. No methods,
/// only the weight is taking into account
///
class GenericBackgroundClosure : public OSL::BackgroundClosure {
public:
GenericBackgroundClosure() {}
void setup() {};
size_t memsize() const { return sizeof(*this); }
const char *name() const { return "background"; }
void print_on(std::ostream &out) const { out << name() << " ()"; }
};
/// Holdout closure
///
/// This will be used by the shader to mark the
/// amount of holdout for the current shading
/// point. No parameters, only the weight will be
/// used
///
class HoldoutClosure : ClosurePrimitive {
public:
HoldoutClosure () : ClosurePrimitive(Holdout) {}
void setup() {};
size_t memsize() const { return sizeof(*this); }
const char *name() const { return "holdout"; }
void print_on(std::ostream &out) const { out << name() << " ()"; }
};
/// ambient occlusion closure
///
/// We only have a ambient occlusion closure for the shaders
/// to return a color in ambient occlusion shaders. No methods,
/// only the weight is taking into account
///
class AmbientOcclusionClosure : public ClosurePrimitive {
public:
AmbientOcclusionClosure () : ClosurePrimitive((ClosurePrimitive::Category)AmbientOcclusion) {}
void setup() {};
size_t memsize() const { return sizeof(*this); }
const char *name() const { return "ambient_occlusion"; }
void print_on(std::ostream &out) const { out << name() << " ()"; }
};
ClosureParam *closure_background_params()
{
static ClosureParam params[] = {
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(GenericBackgroundClosure)
};
return params;
}
CLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure)
ClosureParam *closure_holdout_params()
{
static ClosureParam params[] = {
CLOSURE_FINISH_PARAM(HoldoutClosure)
};
return params;
}
CLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure)
ClosureParam *closure_ambient_occlusion_params()
{
static ClosureParam params[] = {
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(AmbientOcclusionClosure)
};
return params;
}
CLOSURE_PREPARE(closure_ambient_occlusion_prepare, AmbientOcclusionClosure)
CCL_NAMESPACE_END