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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10 * modification, are permitted provided that the following conditions are
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19 * this software without specific prior written permission.
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33 #include <OpenImageIO/fmath.h>
35 #include <OSL/genclosure.h>
37 #include "osl_closures.h"
43 class RefractionClosure : public BSDFClosure {
45 Vec3 m_N; // shading normal
46 float m_eta; // ratio of indices of refraction (inside / outside)
47 RefractionClosure() : BSDFClosure(Labels::SINGULAR, Back) {}
51 bool mergeable(const ClosurePrimitive *other) const {
52 const RefractionClosure *comp = (const RefractionClosure *)other;
53 return m_N == comp->m_N && m_eta == comp->m_eta &&
54 BSDFClosure::mergeable(other);
57 size_t memsize() const { return sizeof(*this); }
59 const char *name() const { return "refraction"; }
61 void print_on(std::ostream &out) const {
62 out << name() << " (";
63 out << "(" << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), ";
68 Color3 eval_reflect(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
70 return Color3(0, 0, 0);
73 Color3 eval_transmit(const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
75 return Color3(0, 0, 0);
78 float albedo(const Vec3 &omega_out) const
83 ustring sample(const Vec3 &Ng,
84 const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
85 float randu, float randv,
86 Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
87 float &pdf, Color3 &eval) const
93 fresnel_dielectric(m_eta, m_N,
94 omega_out, domega_out_dx, domega_out_dy,
101 eval.setValue(1.0f, 1.0f, 1.0f);
107 return Labels::TRANSMIT;
111 ClosureParam bsdf_refraction_params[] = {
112 CLOSURE_VECTOR_PARAM(RefractionClosure, m_N),
113 CLOSURE_FLOAT_PARAM(RefractionClosure, m_eta),
114 CLOSURE_STRING_KEYPARAM("label"),
115 CLOSURE_FINISH_PARAM(RefractionClosure)
118 CLOSURE_PREPARE(bsdf_refraction_prepare, RefractionClosure)