2 * Adapted from Open Shading Language with this license:
4 * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
7 * Modifications Copyright 2011, Blender Foundation.
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33 #include <OpenImageIO/fmath.h>
35 #include <OSL/genclosure.h>
37 #include "osl_closures.h"
39 #include "util_math.h"
45 class DiffuseClosure : public BSDFClosure {
49 DiffuseClosure() : BSDFClosure(Labels::DIFFUSE) {}
53 bool mergeable(const ClosurePrimitive *other) const {
54 const DiffuseClosure *comp = (const DiffuseClosure *)other;
55 return m_N == comp->m_N && BSDFClosure::mergeable(other);
58 size_t memsize() const { return sizeof(*this); }
60 const char *name() const { return "diffuse"; }
62 void print_on(std::ostream &out) const
64 out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
67 float albedo(const Vec3 &omega_out) const
72 Color3 eval_reflect(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
74 float cos_pi = max(m_N.dot(omega_in), 0.0f) * (float) M_1_PI;
76 return Color3(cos_pi, cos_pi, cos_pi);
79 Color3 eval_transmit(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
81 return Color3(0, 0, 0);
84 ustring sample(const Vec3 &Ng,
85 const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
86 float randu, float randv,
87 Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
88 float &pdf, Color3 &eval) const
90 // we are viewing the surface from the right side - send a ray out with cosine
91 // distribution over the hemisphere
92 sample_cos_hemisphere(m_N, omega_out, randu, randv, omega_in, pdf);
93 if (Ng.dot(omega_in) > 0) {
94 eval.setValue(pdf, pdf, pdf);
95 // TODO: find a better approximation for the diffuse bounce
96 domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
97 domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
103 return Labels::REFLECT;
109 class TranslucentClosure : public BSDFClosure {
113 TranslucentClosure() : BSDFClosure(Labels::DIFFUSE, Back) {}
117 bool mergeable(const ClosurePrimitive *other) const {
118 const TranslucentClosure *comp = (const TranslucentClosure *)other;
119 return m_N == comp->m_N && BSDFClosure::mergeable(other);
122 size_t memsize() const { return sizeof(*this); }
124 const char *name() const { return "translucent"; }
126 void print_on(std::ostream &out) const
128 out << name() << " ((" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "))";
131 Color3 eval_reflect(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
133 return Color3(0, 0, 0);
136 float albedo(const Vec3 &omega_out) const
141 Color3 eval_transmit(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
143 float cos_pi = max(-m_N.dot(omega_in), 0.0f) * (float) M_1_PI;
145 return Color3(cos_pi, cos_pi, cos_pi);
148 ustring sample(const Vec3 &Ng,
149 const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
150 float randu, float randv,
151 Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
152 float &pdf, Color3 &eval) const
154 // we are viewing the surface from the right side - send a ray out with cosine
155 // distribution over the hemisphere
156 sample_cos_hemisphere(-m_N, omega_out, randu, randv, omega_in, pdf);
157 if (Ng.dot(omega_in) < 0) {
158 eval.setValue(pdf, pdf, pdf);
159 // TODO: find a better approximation for the diffuse bounce
160 domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
161 domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
162 domega_in_dx *= -125;
163 domega_in_dy *= -125;
167 return Labels::TRANSMIT;
171 ClosureParam bsdf_diffuse_params[] = {
172 CLOSURE_VECTOR_PARAM(DiffuseClosure, m_N),
173 CLOSURE_STRING_KEYPARAM("label"),
174 CLOSURE_FINISH_PARAM(DiffuseClosure)
177 ClosureParam bsdf_translucent_params[] = {
178 CLOSURE_VECTOR_PARAM(TranslucentClosure, m_N),
179 CLOSURE_STRING_KEYPARAM("label"),
180 CLOSURE_FINISH_PARAM(TranslucentClosure)
183 CLOSURE_PREPARE(bsdf_diffuse_prepare, DiffuseClosure)
184 CLOSURE_PREPARE(bsdf_translucent_prepare, TranslucentClosure)