/* * 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 "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 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() << " ()"; } }; ClosureParam closure_background_params[] = { CLOSURE_STRING_KEYPARAM("label"), CLOSURE_FINISH_PARAM(GenericBackgroundClosure) }; CLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure) ClosureParam closure_holdout_params[] = { CLOSURE_FINISH_PARAM(HoldoutClosure) }; CLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure) CCL_NAMESPACE_END