
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
106 lines
3.1 KiB
C++
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
|