/* * 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 "kernel/kernel_compat_cpu.h" #include "kernel/osl/osl_closures.h" #include "kernel/kernel_types.h" #include "kernel/kernel_montecarlo.h" #include "kernel/closure/alloc.h" #include "kernel/closure/bsdf_util.h" #include "kernel/closure/bsdf_diffuse.h" #include "kernel/closure/bsdf_principled_diffuse.h" #include "kernel/closure/bssrdf.h" CCL_NAMESPACE_BEGIN using namespace OSL; class CBSSRDFClosure : public CClosurePrimitive { public: Bssrdf params; float3 radius; float3 albedo; void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type) { float sample_weight = fabsf(average(weight)); /* disable in case of diffuse ancestor, can't see it well then and * adds considerably noise due to probabilities of continuing path * getting lower and lower */ if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) { radius = make_float3(0.0f, 0.0f, 0.0f); } if(sample_weight > CLOSURE_WEIGHT_CUTOFF) { /* sharpness */ float sharpness = params.sharpness; /* texture color blur */ float texture_blur = params.texture_blur; /* create one closure per color channel */ Bssrdf *bssrdf = bssrdf_alloc(sd, make_float3(weight.x, 0.0f, 0.0f)); if(bssrdf) { bssrdf->sample_weight = sample_weight; bssrdf->radius = radius.x; bssrdf->texture_blur = texture_blur; bssrdf->albedo = albedo.x; bssrdf->sharpness = sharpness; bssrdf->N = params.N; bssrdf->roughness = params.roughness; sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type); } bssrdf = bssrdf_alloc(sd, make_float3(0.0f, weight.y, 0.0f)); if(bssrdf) { bssrdf->sample_weight = sample_weight; bssrdf->radius = radius.y; bssrdf->texture_blur = texture_blur; bssrdf->albedo = albedo.y; bssrdf->sharpness = sharpness; bssrdf->N = params.N; bssrdf->roughness = params.roughness; sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type); } bssrdf = bssrdf_alloc(sd, make_float3(0.0f, 0.0f, weight.z)); if(bssrdf) { bssrdf->sample_weight = sample_weight; bssrdf->radius = radius.z; bssrdf->texture_blur = texture_blur; bssrdf->albedo = albedo.z; bssrdf->sharpness = sharpness; bssrdf->N = params.N; bssrdf->roughness = params.roughness; sd->flag |= bssrdf_setup(bssrdf, (ClosureType)type); } } } }; /* Cubic */ class CubicBSSRDFClosure : public CBSSRDFClosure { public: void setup(ShaderData *sd, int path_flag, float3 weight) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_CUBIC_ID); } }; ClosureParam *closure_bssrdf_cubic_params() { static ClosureParam params[] = { CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, params.N), CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, radius), CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.texture_blur), CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, params.sharpness), CLOSURE_STRING_KEYPARAM(CubicBSSRDFClosure, label, "label"), CLOSURE_FINISH_PARAM(CubicBSSRDFClosure) }; return params; } CCLOSURE_PREPARE(closure_bssrdf_cubic_prepare, CubicBSSRDFClosure) /* Gaussian */ class GaussianBSSRDFClosure : public CBSSRDFClosure { public: void setup(ShaderData *sd, int path_flag, float3 weight) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_GAUSSIAN_ID); } }; ClosureParam *closure_bssrdf_gaussian_params() { static ClosureParam params[] = { CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, params.N), CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, radius), CLOSURE_FLOAT_PARAM(GaussianBSSRDFClosure, params.texture_blur), CLOSURE_STRING_KEYPARAM(GaussianBSSRDFClosure, label, "label"), CLOSURE_FINISH_PARAM(GaussianBSSRDFClosure) }; return params; } CCLOSURE_PREPARE(closure_bssrdf_gaussian_prepare, GaussianBSSRDFClosure) /* Burley */ class BurleyBSSRDFClosure : public CBSSRDFClosure { public: void setup(ShaderData *sd, int path_flag, float3 weight) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_BURLEY_ID); } }; ClosureParam *closure_bssrdf_burley_params() { static ClosureParam params[] = { CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, params.N), CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, radius), CLOSURE_FLOAT_PARAM(BurleyBSSRDFClosure, params.texture_blur), CLOSURE_FLOAT3_PARAM(BurleyBSSRDFClosure, albedo), CLOSURE_STRING_KEYPARAM(BurleyBSSRDFClosure, label, "label"), CLOSURE_FINISH_PARAM(BurleyBSSRDFClosure) }; return params; } CCLOSURE_PREPARE(closure_bssrdf_burley_prepare, BurleyBSSRDFClosure) /* Disney principled */ class PrincipledBSSRDFClosure : public CBSSRDFClosure { public: void setup(ShaderData *sd, int path_flag, float3 weight) { alloc(sd, path_flag, weight * albedo, CLOSURE_BSSRDF_PRINCIPLED_ID); } }; ClosureParam *closure_bssrdf_principled_params() { static ClosureParam params[] = { CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, params.N), CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, radius), CLOSURE_FLOAT_PARAM(PrincipledBSSRDFClosure, params.texture_blur), CLOSURE_FLOAT3_PARAM(PrincipledBSSRDFClosure, albedo), CLOSURE_FLOAT_PARAM(PrincipledBSSRDFClosure, params.roughness), CLOSURE_STRING_KEYPARAM(PrincipledBSSRDFClosure, label, "label"), CLOSURE_FINISH_PARAM(PrincipledBSSRDFClosure) }; return params; } CCLOSURE_PREPARE(closure_bssrdf_principled_prepare, PrincipledBSSRDFClosure) CCL_NAMESPACE_END