134 lines
4.8 KiB
C++
134 lines
4.8 KiB
C++
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <OSL/genclosure.h>
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#include "kernel/kernel_compat_cpu.h"
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#include "kernel/osl/osl_closures.h"
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#include "kernel/kernel_types.h"
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#include "kernel/kernel_montecarlo.h"
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#include "kernel/closure/alloc.h"
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#include "kernel/closure/bsdf_util.h"
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#include "kernel/closure/bsdf_diffuse.h"
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#include "kernel/closure/bsdf_principled_diffuse.h"
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#include "kernel/closure/bssrdf.h"
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CCL_NAMESPACE_BEGIN
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using namespace OSL;
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static ustring u_cubic("cubic");
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static ustring u_gaussian("gaussian");
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static ustring u_burley("burley");
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static ustring u_principled("principled");
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static ustring u_random_walk("random_walk");
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static ustring u_principled_random_walk("principled_random_walk");
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class CBSSRDFClosure : public CClosurePrimitive {
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public:
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Bssrdf params;
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ustring method;
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CBSSRDFClosure()
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{
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params.texture_blur = 0.0f;
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params.sharpness = 0.0f;
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params.roughness = 0.0f;
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}
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void setup(const KernelGlobals *, ShaderData *sd, int path_flag, float3 weight)
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{
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if (method == u_cubic) {
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alloc(sd, path_flag, weight, CLOSURE_BSSRDF_CUBIC_ID);
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}
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else if (method == u_gaussian) {
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alloc(sd, path_flag, weight, CLOSURE_BSSRDF_GAUSSIAN_ID);
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}
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else if (method == u_burley) {
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alloc(sd, path_flag, weight, CLOSURE_BSSRDF_BURLEY_ID);
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}
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else if (method == u_principled) {
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alloc(sd, path_flag, weight, CLOSURE_BSSRDF_PRINCIPLED_ID);
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}
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else if (method == u_random_walk) {
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alloc(sd, path_flag, weight, CLOSURE_BSSRDF_RANDOM_WALK_ID);
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}
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else if (method == u_principled_random_walk) {
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alloc(sd, path_flag, weight, CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
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}
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}
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void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type)
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{
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Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
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if (bssrdf) {
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if (path_flag & PATH_RAY_DIFFUSE_ANCESTOR) {
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params.radius = make_float3(0.0f, 0.0f, 0.0f);
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}
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/* create one closure per color channel */
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bssrdf->radius = params.radius;
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bssrdf->albedo = params.albedo;
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bssrdf->texture_blur = params.texture_blur;
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bssrdf->sharpness = params.sharpness;
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bssrdf->N = params.N;
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bssrdf->roughness = params.roughness;
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sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type);
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}
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}
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};
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ClosureParam *closure_bssrdf_params()
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{
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static ClosureParam params[] = {
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CLOSURE_STRING_PARAM(CBSSRDFClosure, method),
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CLOSURE_FLOAT3_PARAM(CBSSRDFClosure, params.N),
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CLOSURE_FLOAT3_PARAM(CBSSRDFClosure, params.radius),
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CLOSURE_FLOAT3_PARAM(CBSSRDFClosure, params.albedo),
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CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.texture_blur, "texture_blur"),
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CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.sharpness, "sharpness"),
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CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.roughness, "roughness"),
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CLOSURE_STRING_KEYPARAM(CBSSRDFClosure, label, "label"),
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CLOSURE_FINISH_PARAM(CBSSRDFClosure)};
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return params;
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}
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CCLOSURE_PREPARE(closure_bssrdf_prepare, CBSSRDFClosure)
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CCL_NAMESPACE_END
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