This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
100 lines
3.2 KiB
C++
100 lines
3.2 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 <OpenImageIO/fmath.h>
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#include <OSL/genclosure.h>
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#include "kernel/osl/osl_closures.h"
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#include "kernel/kernel_compat_cpu.h"
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#include "kernel/closure/alloc.h"
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#include "kernel/closure/emissive.h"
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CCL_NAMESPACE_BEGIN
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using namespace OSL;
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/// Generic background closure
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///
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/// We only have a background closure for the shaders
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/// to return a color in background shaders. No methods,
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/// only the weight is taking into account
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///
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class GenericBackgroundClosure : public CClosurePrimitive {
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public:
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void setup(ShaderData *sd, int /* path_flag */, float3 weight)
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{
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background_setup(sd, weight);
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}
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};
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/// Holdout closure
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///
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/// This will be used by the shader to mark the
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/// amount of holdout for the current shading
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/// point. No parameters, only the weight will be
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/// used
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///
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class HoldoutClosure : CClosurePrimitive {
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public:
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void setup(ShaderData *sd, int /* path_flag */, float3 weight)
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{
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_HOLDOUT_ID, weight);
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sd->flag |= SD_HOLDOUT;
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}
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};
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ClosureParam *closure_background_params()
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{
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static ClosureParam params[] = {
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CLOSURE_STRING_KEYPARAM(GenericBackgroundClosure, label, "label"),
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CLOSURE_FINISH_PARAM(GenericBackgroundClosure)
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};
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return params;
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}
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CCLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure)
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ClosureParam *closure_holdout_params()
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{
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static ClosureParam params[] = {
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CLOSURE_FINISH_PARAM(HoldoutClosure)
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};
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return params;
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}
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CCLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure)
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CCL_NAMESPACE_END
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