Files
blender/intern/cycles/kernel/osl/bssrdf.cpp
Andrii Symkin d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.

There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.

Differential Revision: https://developer.blender.org/D15535
2022-08-09 16:49:34 +02:00

106 lines
3.1 KiB
C++

/* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted from Open Shading Language
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011-2022 Blender Foundation. */
#include <OSL/genclosure.h>
#include "kernel/device/cpu/compat.h"
#include "kernel/osl/closures.h"
// clang-format off
#include "kernel/device/cpu/compat.h"
#include "kernel/device/cpu/globals.h"
#include "kernel/types.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"
#include "kernel/util/color.h"
// clang-format on
CCL_NAMESPACE_BEGIN
using namespace OSL;
static ustring u_burley("burley");
static ustring u_random_walk_fixed_radius("random_walk_fixed_radius");
static ustring u_random_walk("random_walk");
class CBSSRDFClosure : public CClosurePrimitive {
public:
Bssrdf params;
float ior;
ustring method;
CBSSRDFClosure()
{
params.roughness = FLT_MAX;
params.anisotropy = 1.0f;
ior = 1.4f;
}
void setup(ShaderData *sd, uint32_t path_flag, float3 weight)
{
params.N = ensure_valid_reflection(sd->Ng, sd->I, params.N);
if (method == u_burley) {
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_BURLEY_ID);
}
else if (method == u_random_walk_fixed_radius) {
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
}
else if (method == u_random_walk) {
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_RANDOM_WALK_ID);
}
}
void alloc(ShaderData *sd, uint32_t path_flag, float3 weight, ClosureType type)
{
Bssrdf *bssrdf = bssrdf_alloc(sd, rgb_to_spectrum(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 = zero_spectrum();
}
/* create one closure per color channel */
bssrdf->radius = params.radius;
bssrdf->albedo = params.albedo;
bssrdf->N = params.N;
bssrdf->roughness = params.roughness;
bssrdf->anisotropy = clamp(params.anisotropy, 0.0f, 0.9f);
sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type, clamp(ior, 1.01f, 3.8f));
}
}
};
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.roughness, "roughness"),
CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, ior, "ior"),
CLOSURE_FLOAT_KEYPARAM(CBSSRDFClosure, params.anisotropy, "anisotropy"),
CLOSURE_STRING_KEYPARAM(CBSSRDFClosure, label, "label"),
CLOSURE_FINISH_PARAM(CBSSRDFClosure)};
return params;
}
CCLOSURE_PREPARE(closure_bssrdf_prepare, CBSSRDFClosure)
CCL_NAMESPACE_END