/* * 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 #include #include "kernel_compat_cpu.h" #include "osl_closures.h" #include "kernel_types.h" #include "kernel_montecarlo.h" #include "closure/bsdf_disney_diffuse.h" CCL_NAMESPACE_BEGIN using namespace OSL; class DisneyDiffuseClosure : public CBSDFClosure { public: DisneyDiffuseBRDFParams dp; DisneyDiffuseClosure() : CBSDFClosure(LABEL_DIFFUSE) {} void setup() { sc.prim = this; m_shaderdata_flag = bsdf_disney_diffuse_setup(&sc); dp.precompute_values(); } void blur(float roughness) { } float3 eval_reflect(const float3 &omega_out, const float3 &omega_in, float& pdf) const { return bsdf_disney_diffuse_eval_reflect(&sc, &dp, omega_out, omega_in, &pdf); } float3 eval_transmit(const float3 &omega_out, const float3 &omega_in, float& pdf) const { return bsdf_disney_diffuse_eval_transmit(&sc, omega_out, omega_in, &pdf); } 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 { return bsdf_disney_diffuse_sample(&sc, &dp, Ng, omega_out, domega_out_dx, domega_out_dy, randu, randv, &eval, &omega_in, &domega_in_dx, &domega_in_dy, &pdf); } }; ClosureParam *closure_bsdf_disney_diffuse_params() { static ClosureParam params[] = { CLOSURE_FLOAT3_PARAM(DisneyDiffuseClosure, sc.N), CLOSURE_FLOAT3_PARAM(DisneyDiffuseClosure, dp.m_base_color), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_subsurface), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_roughness), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_sheen), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_sheen_tint), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_withNdotL), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_brightness), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_gamma), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_exposure), CLOSURE_FLOAT_PARAM(DisneyDiffuseClosure, dp.m_mon2lingamma), CLOSURE_STRING_KEYPARAM(DisneyDiffuseClosure, label, "label"), CLOSURE_FINISH_PARAM(DisneyDiffuseClosure) }; return params; } CCLOSURE_PREPARE(closure_bsdf_disney_diffuse_prepare, DisneyDiffuseClosure) CCL_NAMESPACE_END