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- /*
- * 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/osl/osl_closures.h"
- #include "kernel/kernel_compat_cpu.h"
- #include "kernel/closure/alloc.h"
- #include "kernel/closure/emissive.h"
- CCL_NAMESPACE_BEGIN
- using namespace OSL;
- /// Generic background closure
- ///
- /// We only have a background closure for the shaders
- /// to return a color in background shaders. No methods,
- /// only the weight is taking into account
- ///
- class GenericBackgroundClosure : public CClosurePrimitive {
- public:
- void setup(ShaderData *sd, int /* path_flag */, float3 weight)
- {
- background_setup(sd, weight);
- }
- };
- /// Holdout closure
- ///
- /// This will be used by the shader to mark the
- /// amount of holdout for the current shading
- /// point. No parameters, only the weight will be
- /// used
- ///
- class HoldoutClosure : CClosurePrimitive {
- public:
- void setup(ShaderData *sd, int /* path_flag */, float3 weight)
- {
- closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_HOLDOUT_ID, weight);
- sd->flag |= SD_HOLDOUT;
- }
- };
- ClosureParam *closure_background_params()
- {
- static ClosureParam params[] = {
- CLOSURE_STRING_KEYPARAM(GenericBackgroundClosure, label, "label"),
- CLOSURE_FINISH_PARAM(GenericBackgroundClosure)};
- return params;
- }
- CCLOSURE_PREPARE(closure_background_prepare, GenericBackgroundClosure)
- ClosureParam *closure_holdout_params()
- {
- static ClosureParam params[] = {CLOSURE_FINISH_PARAM(HoldoutClosure)};
- return params;
- }
- CCLOSURE_PREPARE(closure_holdout_prepare, HoldoutClosure)
- CCL_NAMESPACE_END
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