/* * 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 #include #include "kernel/osl/osl_closures.h" #include "kernel/kernel_compat_cpu.h" #include "kernel/closure/alloc.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 CClosurePrimitive { public: void setup(ShaderData *sd, int /* path_flag */, float3 weight) { closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, 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; } }; /// 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 CClosurePrimitive { public: void setup(ShaderData *sd, int /* path_flag */, float3 weight) { closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_AMBIENT_OCCLUSION_ID, weight); sd->flag |= SD_AO; } }; 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) ClosureParam *closure_ambient_occlusion_params() { static ClosureParam params[] = { CLOSURE_STRING_KEYPARAM(AmbientOcclusionClosure, label, "label"), CLOSURE_FINISH_PARAM(AmbientOcclusionClosure) }; return params; } CCLOSURE_PREPARE(closure_ambient_occlusion_prepare, AmbientOcclusionClosure) CCL_NAMESPACE_END