/* * 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. */ #ifndef __OSL_CLOSURES_H__ #define __OSL_CLOSURES_H__ #include "util_types.h" #include "kernel_types.h" #include #include #include CCL_NAMESPACE_BEGIN OSL::ClosureParam *closure_emission_params(); OSL::ClosureParam *closure_background_params(); OSL::ClosureParam *closure_holdout_params(); OSL::ClosureParam *closure_ambient_occlusion_params(); OSL::ClosureParam *closure_bsdf_diffuse_ramp_params(); OSL::ClosureParam *closure_bsdf_phong_ramp_params(); OSL::ClosureParam *closure_bssrdf_cubic_params(); OSL::ClosureParam *closure_bssrdf_gaussian_params(); OSL::ClosureParam *closure_henyey_greenstein_volume_params(); void closure_emission_prepare(OSL::RendererServices *, int id, void *data); void closure_background_prepare(OSL::RendererServices *, int id, void *data); void closure_holdout_prepare(OSL::RendererServices *, int id, void *data); void closure_ambient_occlusion_prepare(OSL::RendererServices *, int id, void *data); void closure_bsdf_diffuse_ramp_prepare(OSL::RendererServices *, int id, void *data); void closure_bsdf_phong_ramp_prepare(OSL::RendererServices *, int id, void *data); void closure_bssrdf_cubic_prepare(OSL::RendererServices *, int id, void *data); void closure_bssrdf_gaussian_prepare(OSL::RendererServices *, int id, void *data); void closure_henyey_greenstein_volume_prepare(OSL::RendererServices *, int id, void *data); #define CCLOSURE_PREPARE(name, classname) \ void name(RendererServices *, int id, void *data) \ { \ memset(data, 0, sizeof(classname)); \ new (data) classname(); \ } #define CCLOSURE_PREPARE_STATIC(name, classname) static CCLOSURE_PREPARE(name, classname) #define CLOSURE_FLOAT3_PARAM(st, fld) \ { TypeDesc::TypeVector, reckless_offsetof(st, fld), NULL, sizeof(OSL::Vec3) } #define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z) #define TO_COLOR3(v) OSL::Color3(v.x, v.y, v.z) #define TO_FLOAT3(v) make_float3(v[0], v[1], v[2]) /* Closure */ class CClosurePrimitive { public: enum Category { BSDF, ///< Reflective and/or transmissive surface BSSRDF, ///< Sub-surface light transfer Emissive, ///< Light emission Background, ///< Background emission Volume, ///< Volume scattering Holdout, ///< Holdout from alpha AmbientOcclusion, ///< Ambient occlusion }; CClosurePrimitive (Category category_) : category (category_) {} virtual ~CClosurePrimitive() {} virtual void setup() {} Category category; }; /* BSDF */ class CBSDFClosure : public CClosurePrimitive { public: ShaderClosure sc; CBSDFClosure(int scattering) : CClosurePrimitive(BSDF), m_scattering_label(scattering), m_shaderdata_flag(0) {} int scattering() const { return m_scattering_label; } int shaderdata_flag() const { return m_shaderdata_flag; } virtual void blur(float roughness) = 0; virtual float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0; virtual float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float &pdf) const = 0; virtual int sample(const float3 &Ng, const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy, float randu, float randv, float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy, float &pdf, float3 &eval) const = 0; protected: int m_scattering_label; int m_shaderdata_flag; }; #define BSDF_CLOSURE_CLASS_BEGIN(Upper, lower, svmlower, TYPE) \ \ class Upper##Closure : public CBSDFClosure { \ public: \ Upper##Closure() : CBSDFClosure(TYPE) \ { \ } \ \ void setup() \ { \ sc.prim = NULL; \ m_shaderdata_flag = bsdf_##lower##_setup(&sc); \ } \ \ void blur(float roughness) \ { \ } \ \ float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const \ { \ pdf = 0; \ return make_float3(0, 0, 0); \ } \ \ float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const \ { \ pdf = 0; \ return make_float3(0, 0, 0); \ } \ \ int sample(const float3 &Ng, \ const float3 &omega_out, const float3 &domega_out_dx, const float3 &domega_out_dy, \ float randu, float randv, \ float3 &omega_in, float3 &domega_in_dx, float3 &domega_in_dy, \ float &pdf, float3 &eval) const \ { \ pdf = 0; \ return LABEL_NONE; \ } \ }; \ \ static ClosureParam *bsdf_##lower##_params() \ { \ static ClosureParam params[] = { /* parameters */ #define BSDF_CLOSURE_CLASS_END(Upper, lower) \ CLOSURE_STRING_KEYPARAM("label"), \ CLOSURE_FINISH_PARAM(Upper##Closure) \ }; \ return params; \ } \ \ CCLOSURE_PREPARE_STATIC(bsdf_##lower##_prepare, Upper##Closure) /* Volume */ class CVolumeClosure : public CClosurePrimitive { public: ShaderClosure sc; CVolumeClosure(int scattering) : CClosurePrimitive(Volume), m_scattering_label(scattering), m_shaderdata_flag(0) {} ~CVolumeClosure() { } int scattering() const { return m_scattering_label; } int shaderdata_flag() const { return m_shaderdata_flag; } protected: int m_scattering_label; int m_shaderdata_flag; }; #define VOLUME_CLOSURE_CLASS_BEGIN(Upper, lower, TYPE) \ \ class Upper##Closure : public CVolumeClosure { \ public: \ Upper##Closure() : CVolumeClosure(TYPE) {} \ \ void setup() \ { \ sc.prim = NULL; \ m_shaderdata_flag = volume_##lower##_setup(&sc); \ } \ }; \ \ static ClosureParam *volume_##lower##_params() \ { \ static ClosureParam params[] = { /* parameters */ #define VOLUME_CLOSURE_CLASS_END(Upper, lower) \ CLOSURE_STRING_KEYPARAM("label"), \ CLOSURE_FINISH_PARAM(Upper##Closure) \ }; \ return params; \ } \ \ CCLOSURE_PREPARE_STATIC(volume_##lower##_prepare, Upper##Closure) CCL_NAMESPACE_END #endif /* __OSL_CLOSURES_H__ */