forked from bartvdbraak/blender
243 lines
8.0 KiB
C++
243 lines
8.0 KiB
C++
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __OSL_CLOSURES_H__
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#define __OSL_CLOSURES_H__
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#include "util_types.h"
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#include "kernel_types.h"
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#include <OSL/oslclosure.h>
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#include <OSL/oslexec.h>
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#include <OSL/genclosure.h>
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CCL_NAMESPACE_BEGIN
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OSL::ClosureParam *closure_emission_params();
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OSL::ClosureParam *closure_background_params();
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OSL::ClosureParam *closure_holdout_params();
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OSL::ClosureParam *closure_ambient_occlusion_params();
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OSL::ClosureParam *closure_bsdf_diffuse_ramp_params();
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OSL::ClosureParam *closure_bsdf_phong_ramp_params();
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OSL::ClosureParam *closure_westin_backscatter_params();
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OSL::ClosureParam *closure_westin_sheen_params();
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OSL::ClosureParam *closure_bssrdf_cubic_params();
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OSL::ClosureParam *closure_bssrdf_gaussian_params();
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OSL::ClosureParam *closure_bssrdf_cubic_extended_params();
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OSL::ClosureParam *closure_bssrdf_gaussian_extended_params();
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OSL::ClosureParam *closure_henyey_greenstein_volume_params();
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void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
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void closure_background_prepare(OSL::RendererServices *, int id, void *data);
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void closure_holdout_prepare(OSL::RendererServices *, int id, void *data);
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void closure_ambient_occlusion_prepare(OSL::RendererServices *, int id, void *data);
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void closure_bsdf_diffuse_ramp_prepare(OSL::RendererServices *, int id, void *data);
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void closure_bsdf_phong_ramp_prepare(OSL::RendererServices *, int id, void *data);
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void closure_westin_backscatter_prepare(OSL::RendererServices *, int id, void *data);
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void closure_westin_sheen_prepare(OSL::RendererServices *, int id, void *data);
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void closure_bssrdf_cubic_prepare(OSL::RendererServices *, int id, void *data);
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void closure_bssrdf_gaussian_prepare(OSL::RendererServices *, int id, void *data);
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void closure_henyey_greenstein_volume_prepare(OSL::RendererServices *, int id, void *data);
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#define CCLOSURE_PREPARE(name, classname) \
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void name(RendererServices *, int id, void *data) \
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{ \
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memset(data, 0, sizeof(classname)); \
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new (data) classname(); \
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}
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#define CCLOSURE_PREPARE_STATIC(name, classname) static CCLOSURE_PREPARE(name, classname)
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#define CLOSURE_FLOAT3_PARAM(st, fld) \
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{ TypeDesc::TypeVector, reckless_offsetof(st, fld), NULL, sizeof(OSL::Vec3) }
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#define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z)
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#define TO_COLOR3(v) OSL::Color3(v.x, v.y, v.z)
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#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
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/* Closure */
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class CClosurePrimitive {
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public:
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enum Category {
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BSDF, ///< Reflective and/or transmissive surface
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BSSRDF, ///< Sub-surface light transfer
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Emissive, ///< Light emission
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Background, ///< Background emission
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Volume, ///< Volume scattering
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Holdout, ///< Holdout from alpha
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AmbientOcclusion, ///< Ambient occlusion
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};
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CClosurePrimitive (Category category_) : category (category_) {}
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virtual ~CClosurePrimitive() {}
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virtual void setup() {}
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Category category;
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};
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/* BSDF */
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class CBSDFClosure : public CClosurePrimitive {
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public:
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ShaderClosure sc;
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CBSDFClosure(int scattering) : CClosurePrimitive(BSDF),
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m_scattering_label(scattering), m_shaderdata_flag(0)
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{}
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int scattering() const { return m_scattering_label; }
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int shaderdata_flag() const { return m_shaderdata_flag; }
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virtual void blur(float roughness) = 0;
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virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
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virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0;
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virtual int sample(const float3 &Ng,
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const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy,
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float randu, float randv,
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float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy,
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float &pdf, float3 &eval) const = 0;
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protected:
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int m_scattering_label;
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int m_shaderdata_flag;
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};
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#define BSDF_CLOSURE_CLASS_BEGIN(Upper, lower, svmlower, TYPE) \
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\
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class Upper##Closure : public CBSDFClosure { \
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public: \
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Upper##Closure() : CBSDFClosure(TYPE) \
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{ \
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} \
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\
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void setup() \
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{ \
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sc.prim = NULL; \
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m_shaderdata_flag = bsdf_##lower##_setup(&sc); \
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} \
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\
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void blur(float roughness) \
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{ \
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bsdf_##svmlower##_blur(&sc, roughness); \
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} \
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\
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float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
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{ \
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return bsdf_##svmlower##_eval_reflect(&sc, omega_out, omega_in, &pdf); \
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} \
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\
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float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const \
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{ \
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return bsdf_##svmlower##_eval_transmit(&sc, omega_out, omega_in, &pdf); \
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} \
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\
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int sample(const float3 &Ng, \
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const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy, \
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float randu, float randv, \
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float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy, \
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float &pdf, float3 &eval) const \
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{ \
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return bsdf_##svmlower##_sample(&sc, Ng, omega_out, domega_out_dx, domega_out_dy, \
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randu, randv, &eval, &omega_in, &domega_in_dx, &domega_in_dy, &pdf); \
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} \
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}; \
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\
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static ClosureParam *bsdf_##lower##_params() \
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{ \
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static ClosureParam params[] = {
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/* parameters */
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#define BSDF_CLOSURE_CLASS_END(Upper, lower) \
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CLOSURE_STRING_KEYPARAM("label"), \
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CLOSURE_FINISH_PARAM(Upper##Closure) \
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}; \
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return params; \
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} \
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\
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CCLOSURE_PREPARE_STATIC(bsdf_##lower##_prepare, Upper##Closure)
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/* Volume */
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class CVolumeClosure : public CClosurePrimitive {
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public:
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ShaderClosure sc;
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CVolumeClosure(int scattering) : CClosurePrimitive(Volume),
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m_scattering_label(scattering), m_shaderdata_flag(0)
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{}
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~CVolumeClosure() { }
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int scattering() const { return m_scattering_label; }
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int shaderdata_flag() const { return m_shaderdata_flag; }
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protected:
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int m_scattering_label;
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int m_shaderdata_flag;
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};
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#define VOLUME_CLOSURE_CLASS_BEGIN(Upper, lower, TYPE) \
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\
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class Upper##Closure : public CVolumeClosure { \
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public: \
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Upper##Closure() : CVolumeClosure(TYPE) {} \
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\
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void setup() \
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{ \
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sc.prim = NULL; \
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m_shaderdata_flag = volume_##lower##_setup(&sc); \
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} \
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}; \
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\
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static ClosureParam *volume_##lower##_params() \
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{ \
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static ClosureParam params[] = {
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/* parameters */
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#define VOLUME_CLOSURE_CLASS_END(Upper, lower) \
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CLOSURE_STRING_KEYPARAM("label"), \
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CLOSURE_FINISH_PARAM(Upper##Closure) \
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}; \
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return params; \
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} \
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\
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CCLOSURE_PREPARE_STATIC(volume_##lower##_prepare, Upper##Closure)
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CCL_NAMESPACE_END
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#endif /* __OSL_CLOSURES_H__ */
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