/* * 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; class DiffuseClosure : public BSDFClosure { public: Vec3 m_N; DiffuseClosure() : BSDFClosure(Labels::DIFFUSE) { } void setup() {}; bool mergeable (const ClosurePrimitive *other) const { const DiffuseClosure *comp = (const DiffuseClosure *)other; return m_N == comp->m_N && BSDFClosure::mergeable(other); } size_t memsize () const { return sizeof(*this); } const char *name () const { return "diffuse"; } void print_on (std::ostream &out) const { out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))"; } float albedo (const Vec3 &omega_out) const { return 1.0f; } Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const { float cos_pi = std::max(m_N.dot(omega_in),0.0f) * (float) M_1_PI; pdf = cos_pi; return Color3 (cos_pi, cos_pi, cos_pi); } Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const { return Color3 (0, 0, 0); } ustring sample (const Vec3 &Ng, const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy, float randu, float randv, Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy, float &pdf, Color3 &eval) const { // we are viewing the surface from the right side - send a ray out with cosine // distribution over the hemisphere sample_cos_hemisphere (m_N, omega_out, randu, randv, omega_in, pdf); if (Ng.dot(omega_in) > 0) { eval.setValue(pdf, pdf, pdf); // TODO: find a better approximation for the diffuse bounce domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx; domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy; domega_in_dx *= 125; domega_in_dy *= 125; } else pdf = 0; return Labels::REFLECT; } }; class TranslucentClosure : public BSDFClosure { public: Vec3 m_N; TranslucentClosure() : BSDFClosure(Labels::DIFFUSE, Back) { } void setup() {}; bool mergeable (const ClosurePrimitive *other) const { const TranslucentClosure *comp = (const TranslucentClosure *)other; return m_N == comp->m_N && BSDFClosure::mergeable(other); } size_t memsize () const { return sizeof(*this); } const char *name () const { return "translucent"; } void print_on (std::ostream &out) const { out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))"; } Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const { return Color3 (0, 0, 0); } float albedo (const Vec3 &omega_out) const { return 1.0f; } Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const { float cos_pi = std::max(-m_N.dot(omega_in), 0.0f) * (float) M_1_PI; pdf = cos_pi; return Color3 (cos_pi, cos_pi, cos_pi); } ustring sample (const Vec3 &Ng, const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy, float randu, float randv, Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy, float &pdf, Color3 &eval) const { // we are viewing the surface from the right side - send a ray out with cosine // distribution over the hemisphere sample_cos_hemisphere (-m_N, omega_out, randu, randv, omega_in, pdf); if (Ng.dot(omega_in) < 0) { eval.setValue(pdf, pdf, pdf); // TODO: find a better approximation for the diffuse bounce domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx; domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy; domega_in_dx *= -125; domega_in_dy *= -125; } else pdf = 0; return Labels::TRANSMIT; } }; ClosureParam bsdf_diffuse_params[] = { CLOSURE_VECTOR_PARAM (DiffuseClosure, m_N), CLOSURE_STRING_KEYPARAM("label"), CLOSURE_FINISH_PARAM (DiffuseClosure) }; ClosureParam bsdf_translucent_params[] = { CLOSURE_VECTOR_PARAM (TranslucentClosure, m_N), CLOSURE_STRING_KEYPARAM("label"), CLOSURE_FINISH_PARAM (TranslucentClosure) }; CLOSURE_PREPARE(bsdf_diffuse_prepare, DiffuseClosure) CLOSURE_PREPARE(bsdf_translucent_prepare, TranslucentClosure) CCL_NAMESPACE_END