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

98 lines
3.2 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 <OpenImageIO/fmath.h>
#include <OSL/genclosure.h>
#include "kernel/osl/osl_closures.h"
// clang-format off
#include "kernel/kernel_compat_cpu.h"
#include "kernel/closure/alloc.h"
#include "kernel/closure/emissive.h"
// clang-format on
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 CClosurePrimitive {
public:
void setup(ShaderData *sd, int /* path_flag */, float3 weight)
{
background_setup(sd, weight);
}
};
/// 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 : CClosurePrimitive {
public:
void setup(ShaderData *sd, int /* path_flag */, float3 weight)
{
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_HOLDOUT_ID, weight);
sd->flag |= SD_HOLDOUT;
}
};
ClosureParam *closure_background_params()
{
static ClosureParam params[] = {
CLOSURE_STRING_KEYPARAM(GenericBackgroundClosure, label, "label"),
CLOSURE_FINISH_PARAM(GenericBackgroundClosure)};
return params;
}
CCLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure)
ClosureParam *closure_holdout_params()
{
static ClosureParam params[] = {CLOSURE_FINISH_PARAM(HoldoutClosure)};
return params;
}
CCLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure)
CCL_NAMESPACE_END