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blender-archive/intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp

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C++

/*
* 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 <OpenImageIO/fmath.h>
#include <OSL/genclosure.h>
#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