/* * 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; static ustring u_cubic("cubic"); static ustring u_gaussian("gaussian"); static ustring u_burley("burley"); static ustring u_principled("principled"); static ustring u_random_walk("random_walk"); static ustring u_principled_random_walk("principled_random_walk"); class CBSSRDFClosure : public CClosurePrimitive { public: Bssrdf params; ustring method; CBSSRDFClosure() { params.texture_blur = 0.0f; params.sharpness = 0.0f; params.roughness = 0.0f; } void setup(ShaderData *sd, int path_flag, float3 weight) { if (method == u_cubic) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_CUBIC_ID); } else if (method == u_gaussian) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_GAUSSIAN_ID); } else if (method == u_burley) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_BURLEY_ID); } else if (method == u_principled) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_PRINCIPLED_ID); } else if (method == u_random_walk) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_RANDOM_WALK_ID); } else if (method == u_principled_random_walk) { alloc(sd, path_flag, weight, CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID); } } void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type) { Bssrdf *bssrdf = bssrdf_alloc(sd, weight); if (bssrdf) { /* 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) { params.radius = make_float3(0.0f, 0.0f, 0.0f); } /* create one closure per color channel */ bssrdf->radius = params.radius; bssrdf->albedo = params.albedo; bssrdf->texture_blur = params.texture_blur; bssrdf->sharpness = params.sharpness; bssrdf->N = params.N; bssrdf->roughness = params.roughness; sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type); } } }; ClosureParam *closure_bssrdf_params() { static ClosureParam params[] = { CLOSURE_STRING_PARAM(CBSSRDFClosure, method), CLOSURE_FLOAT3_PARAM(CBSSRDFClosure, params.N), CLOSURE_FLOAT3_PARAM(CBSSRDFClosure, params.radius), CLOSURE_FLOAT3_PARAM(CBSSRDFClosure, params.albedo), CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.texture_blur, "texture_blur"), CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.sharpness, "sharpness"), CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.roughness, "roughness"), CLOSURE_STRING_KEYPARAM(CBSSRDFClosure, label, "label"), CLOSURE_FINISH_PARAM(CBSSRDFClosure)}; return params; } CCLOSURE_PREPARE(closure_bssrdf_prepare, CBSSRDFClosure) CCL_NAMESPACE_END