1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
|
/*
* 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 <OSL/genclosure.h>
#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, weight);
if(bssrdf) {
bssrdf->sample_weight = sample_weight * 3.0f;
bssrdf->radius = radius;
bssrdf->albedo = albedo;
bssrdf->texture_blur = texture_blur;
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, 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
|