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- /////////////////////////////////////////////////////////////////////////////
- // Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
- //
- // 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.
- /////////////////////////////////////////////////////////////////////////////
- #ifndef CCL_STDOSL_H
- #define CCL_STDOSL_H
- #ifndef M_PI
- # define M_PI 3.1415926535897932 /* pi */
- # define M_PI_2 1.5707963267948966 /* pi/2 */
- # define M_PI_4 0.7853981633974483 /* pi/4 */
- # define M_2_PI 0.6366197723675813 /* 2/pi */
- # define M_2PI 6.2831853071795865 /* 2*pi */
- # define M_4PI 12.566370614359173 /* 4*pi */
- # define M_2_SQRTPI 1.1283791670955126 /* 2/sqrt(pi) */
- # define M_E 2.7182818284590452 /* e (Euler's number) */
- # define M_LN2 0.6931471805599453 /* ln(2) */
- # define M_LN10 2.3025850929940457 /* ln(10) */
- # define M_LOG2E 1.4426950408889634 /* log_2(e) */
- # define M_LOG10E 0.4342944819032518 /* log_10(e) */
- # define M_SQRT2 1.4142135623730950 /* sqrt(2) */
- # define M_SQRT1_2 0.7071067811865475 /* 1/sqrt(2) */
- #endif
- // Declaration of built-in functions and closures
- #define BUILTIN [[int builtin = 1]]
- #define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]]
- #define PERCOMP1(name) \
- normal name(normal x) BUILTIN; \
- vector name(vector x) BUILTIN; \
- point name(point x) BUILTIN; \
- color name(color x) BUILTIN; \
- float name(float x) BUILTIN;
- #define PERCOMP2(name) \
- normal name(normal x, normal y) BUILTIN; \
- vector name(vector x, vector y) BUILTIN; \
- point name(point x, point y) BUILTIN; \
- color name(color x, color y) BUILTIN; \
- float name(float x, float y) BUILTIN;
- #define PERCOMP2F(name) \
- normal name(normal x, float y) BUILTIN; \
- vector name(vector x, float y) BUILTIN; \
- point name(point x, float y) BUILTIN; \
- color name(color x, float y) BUILTIN; \
- float name(float x, float y) BUILTIN;
- // Basic math
- normal degrees(normal x)
- {
- return x * (180.0 / M_PI);
- }
- vector degrees(vector x)
- {
- return x * (180.0 / M_PI);
- }
- point degrees(point x)
- {
- return x * (180.0 / M_PI);
- }
- color degrees(color x)
- {
- return x * (180.0 / M_PI);
- }
- float degrees(float x)
- {
- return x * (180.0 / M_PI);
- }
- normal radians(normal x)
- {
- return x * (M_PI / 180.0);
- }
- vector radians(vector x)
- {
- return x * (M_PI / 180.0);
- }
- point radians(point x)
- {
- return x * (M_PI / 180.0);
- }
- color radians(color x)
- {
- return x * (M_PI / 180.0);
- }
- float radians(float x)
- {
- return x * (M_PI / 180.0);
- }
- PERCOMP1(cos)
- PERCOMP1(sin)
- PERCOMP1(tan)
- PERCOMP1(acos)
- PERCOMP1(asin)
- PERCOMP1(atan)
- PERCOMP2(atan2)
- PERCOMP1(cosh)
- PERCOMP1(sinh)
- PERCOMP1(tanh)
- PERCOMP2F(pow)
- PERCOMP1(exp)
- PERCOMP1(exp2)
- PERCOMP1(expm1)
- PERCOMP1(log)
- point log(point a, float b)
- {
- return log(a) / log(b);
- }
- vector log(vector a, float b)
- {
- return log(a) / log(b);
- }
- color log(color a, float b)
- {
- return log(a) / log(b);
- }
- float log(float a, float b)
- {
- return log(a) / log(b);
- }
- PERCOMP1(log2)
- PERCOMP1(log10)
- PERCOMP1(logb)
- PERCOMP1(sqrt)
- PERCOMP1(inversesqrt)
- float hypot(float a, float b)
- {
- return sqrt(a * a + b * b);
- }
- float hypot(float a, float b, float c)
- {
- return sqrt(a * a + b * b + c * c);
- }
- PERCOMP1(abs)
- int abs(int x) BUILTIN;
- PERCOMP1(fabs)
- int fabs(int x) BUILTIN;
- PERCOMP1(sign)
- PERCOMP1(floor)
- PERCOMP1(ceil)
- PERCOMP1(round)
- PERCOMP1(trunc)
- PERCOMP2(fmod)
- PERCOMP2F(fmod)
- int mod(int a, int b)
- {
- return a - b * (int)floor(a / b);
- }
- point mod(point a, point b)
- {
- return a - b * floor(a / b);
- }
- vector mod(vector a, vector b)
- {
- return a - b * floor(a / b);
- }
- normal mod(normal a, normal b)
- {
- return a - b * floor(a / b);
- }
- color mod(color a, color b)
- {
- return a - b * floor(a / b);
- }
- point mod(point a, float b)
- {
- return a - b * floor(a / b);
- }
- vector mod(vector a, float b)
- {
- return a - b * floor(a / b);
- }
- normal mod(normal a, float b)
- {
- return a - b * floor(a / b);
- }
- color mod(color a, float b)
- {
- return a - b * floor(a / b);
- }
- float mod(float a, float b)
- {
- return a - b * floor(a / b);
- }
- PERCOMP2(min)
- int min(int a, int b) BUILTIN;
- PERCOMP2(max)
- int max(int a, int b) BUILTIN;
- normal clamp(normal x, normal minval, normal maxval)
- {
- return max(min(x, maxval), minval);
- }
- vector clamp(vector x, vector minval, vector maxval)
- {
- return max(min(x, maxval), minval);
- }
- point clamp(point x, point minval, point maxval)
- {
- return max(min(x, maxval), minval);
- }
- color clamp(color x, color minval, color maxval)
- {
- return max(min(x, maxval), minval);
- }
- float clamp(float x, float minval, float maxval)
- {
- return max(min(x, maxval), minval);
- }
- int clamp(int x, int minval, int maxval)
- {
- return max(min(x, maxval), minval);
- }
- #if 0
- normal mix(normal x, normal y, normal a)
- {
- return x * (1 - a) + y * a;
- }
- normal mix(normal x, normal y, float a)
- {
- return x * (1 - a) + y * a;
- }
- vector mix(vector x, vector y, vector a)
- {
- return x * (1 - a) + y * a;
- }
- vector mix(vector x, vector y, float a)
- {
- return x * (1 - a) + y * a;
- }
- point mix(point x, point y, point a)
- {
- return x * (1 - a) + y * a;
- }
- point mix(point x, point y, float a)
- {
- return x * (1 - a) + y * a;
- }
- color mix(color x, color y, color a)
- {
- return x * (1 - a) + y * a;
- }
- color mix(color x, color y, float a)
- {
- return x * (1 - a) + y * a;
- }
- float mix(float x, float y, float a)
- {
- return x * (1 - a) + y * a;
- }
- #else
- normal mix(normal x, normal y, normal a) BUILTIN;
- normal mix(normal x, normal y, float a) BUILTIN;
- vector mix(vector x, vector y, vector a) BUILTIN;
- vector mix(vector x, vector y, float a) BUILTIN;
- point mix(point x, point y, point a) BUILTIN;
- point mix(point x, point y, float a) BUILTIN;
- color mix(color x, color y, color a) BUILTIN;
- color mix(color x, color y, float a) BUILTIN;
- float mix(float x, float y, float a) BUILTIN;
- #endif
- int isnan(float x) BUILTIN;
- int isinf(float x) BUILTIN;
- int isfinite(float x) BUILTIN;
- float erf(float x) BUILTIN;
- float erfc(float x) BUILTIN;
- // Vector functions
- vector cross(vector a, vector b) BUILTIN;
- float dot(vector a, vector b) BUILTIN;
- float length(vector v) BUILTIN;
- float distance(point a, point b) BUILTIN;
- float distance(point a, point b, point q)
- {
- vector d = b - a;
- float dd = dot(d, d);
- if (dd == 0.0)
- return distance(q, a);
- float t = dot(q - a, d) / dd;
- return distance(q, a + clamp(t, 0.0, 1.0) * d);
- }
- normal normalize(normal v) BUILTIN;
- vector normalize(vector v) BUILTIN;
- vector faceforward(vector N, vector I, vector Nref) BUILTIN;
- vector faceforward(vector N, vector I) BUILTIN;
- vector reflect(vector I, vector N)
- {
- return I - 2 * dot(N, I) * N;
- }
- vector refract(vector I, vector N, float eta)
- {
- float IdotN = dot(I, N);
- float k = 1 - eta * eta * (1 - IdotN * IdotN);
- return (k < 0) ? vector(0, 0, 0) : (eta * I - N * (eta * IdotN + sqrt(k)));
- }
- void fresnel(vector I,
- normal N,
- float eta,
- output float Kr,
- output float Kt,
- output vector R,
- output vector T)
- {
- float sqr(float x)
- {
- return x * x;
- }
- float c = dot(I, N);
- if (c < 0)
- c = -c;
- R = reflect(I, N);
- float g = 1.0 / sqr(eta) - 1.0 + c * c;
- if (g >= 0.0) {
- g = sqrt(g);
- float beta = g - c;
- float F = (c * (g + c) - 1.0) / (c * beta + 1.0);
- F = 0.5 * (1.0 + sqr(F));
- F *= sqr(beta / (g + c));
- Kr = F;
- Kt = (1.0 - Kr) * eta * eta;
- // OPT: the following recomputes some of the above values, but it
- // gives us the same result as if the shader-writer called refract()
- T = refract(I, N, eta);
- }
- else {
- // total internal reflection
- Kr = 1.0;
- Kt = 0.0;
- T = vector(0, 0, 0);
- }
- }
- void fresnel(vector I, normal N, float eta, output float Kr, output float Kt)
- {
- vector R, T;
- fresnel(I, N, eta, Kr, Kt, R, T);
- }
- normal transform(matrix Mto, normal p) BUILTIN;
- vector transform(matrix Mto, vector p) BUILTIN;
- point transform(matrix Mto, point p) BUILTIN;
- normal transform(string from, string to, normal p) BUILTIN;
- vector transform(string from, string to, vector p) BUILTIN;
- point transform(string from, string to, point p) BUILTIN;
- normal transform(string to, normal p)
- {
- return transform("common", to, p);
- }
- vector transform(string to, vector p)
- {
- return transform("common", to, p);
- }
- point transform(string to, point p)
- {
- return transform("common", to, p);
- }
- float transformu(string tounits, float x) BUILTIN;
- float transformu(string fromunits, string tounits, float x) BUILTIN;
- point rotate(point p, float angle, point a, point b)
- {
- vector axis = normalize(b - a);
- float cosang, sinang;
- /* Older OSX has major issues with sincos() function,
- * it's likely a big in OSL or LLVM. For until we've
- * updated to new versions of this libraries we'll
- * use a workaround to prevent possible crashes on all
- * the platforms.
- *
- * Shouldn't be that bad because it's mainly used for
- * anisotropic shader where angle is usually constant.
- */
- #if 0
- sincos(angle, sinang, cosang);
- #else
- sinang = sin(angle);
- cosang = cos(angle);
- #endif
- float cosang1 = 1.0 - cosang;
- float x = axis[0], y = axis[1], z = axis[2];
- matrix M = matrix(x * x + (1.0 - x * x) * cosang,
- x * y * cosang1 + z * sinang,
- x * z * cosang1 - y * sinang,
- 0.0,
- x * y * cosang1 - z * sinang,
- y * y + (1.0 - y * y) * cosang,
- y * z * cosang1 + x * sinang,
- 0.0,
- x * z * cosang1 + y * sinang,
- y * z * cosang1 - x * sinang,
- z * z + (1.0 - z * z) * cosang,
- 0.0,
- 0.0,
- 0.0,
- 0.0,
- 1.0);
- return transform(M, p - a) + a;
- }
- normal ensure_valid_reflection(normal Ng, vector I, normal N)
- {
- /* The implementation here mirrors the one in kernel_montecarlo.h,
- * check there for an explanation of the algorithm. */
- float sqr(float x)
- {
- return x * x;
- }
- vector R = 2 * dot(N, I) * N - I;
- float threshold = min(0.9 * dot(Ng, I), 0.01);
- if (dot(Ng, R) >= threshold) {
- return N;
- }
- float NdotNg = dot(N, Ng);
- vector X = normalize(N - NdotNg * Ng);
- float Ix = dot(I, X), Iz = dot(I, Ng);
- float Ix2 = sqr(Ix), Iz2 = sqr(Iz);
- float a = Ix2 + Iz2;
- float b = sqrt(Ix2 * (a - sqr(threshold)));
- float c = Iz * threshold + a;
- float fac = 0.5 / a;
- float N1_z2 = fac * (b + c), N2_z2 = fac * (-b + c);
- int valid1 = (N1_z2 > 1e-5) && (N1_z2 <= (1.0 + 1e-5));
- int valid2 = (N2_z2 > 1e-5) && (N2_z2 <= (1.0 + 1e-5));
- float N_new_x, N_new_z;
- if (valid1 && valid2) {
- float N1_x = sqrt(1.0 - N1_z2), N1_z = sqrt(N1_z2);
- float N2_x = sqrt(1.0 - N2_z2), N2_z = sqrt(N2_z2);
- float R1 = 2 * (N1_x * Ix + N1_z * Iz) * N1_z - Iz;
- float R2 = 2 * (N2_x * Ix + N2_z * Iz) * N2_z - Iz;
- valid1 = (R1 >= 1e-5);
- valid2 = (R2 >= 1e-5);
- if (valid1 && valid2) {
- N_new_x = (R1 < R2) ? N1_x : N2_x;
- N_new_z = (R1 < R2) ? N1_z : N2_z;
- }
- else {
- N_new_x = (R1 > R2) ? N1_x : N2_x;
- N_new_z = (R1 > R2) ? N1_z : N2_z;
- }
- }
- else if (valid1 || valid2) {
- float Nz2 = valid1 ? N1_z2 : N2_z2;
- N_new_x = sqrt(1.0 - Nz2);
- N_new_z = sqrt(Nz2);
- }
- else {
- return Ng;
- }
- return N_new_x * X + N_new_z * Ng;
- }
- // Color functions
- float luminance(color c) BUILTIN;
- color blackbody(float temperatureK) BUILTIN;
- color wavelength_color(float wavelength_nm) BUILTIN;
- color transformc(string to, color x)
- {
- color rgb_to_hsv(color rgb)
- { // See Foley & van Dam
- float r = rgb[0], g = rgb[1], b = rgb[2];
- float mincomp = min(r, min(g, b));
- float maxcomp = max(r, max(g, b));
- float delta = maxcomp - mincomp; // chroma
- float h, s, v;
- v = maxcomp;
- if (maxcomp > 0)
- s = delta / maxcomp;
- else
- s = 0;
- if (s <= 0)
- h = 0;
- else {
- if (r >= maxcomp)
- h = (g - b) / delta;
- else if (g >= maxcomp)
- h = 2 + (b - r) / delta;
- else
- h = 4 + (r - g) / delta;
- h /= 6;
- if (h < 0)
- h += 1;
- }
- return color(h, s, v);
- }
- color rgb_to_hsl(color rgb)
- { // See Foley & van Dam
- // First convert rgb to hsv, then to hsl
- float minval = min(rgb[0], min(rgb[1], rgb[2]));
- color hsv = rgb_to_hsv(rgb);
- float maxval = hsv[2]; // v == maxval
- float h = hsv[0], s, l = (minval + maxval) / 2;
- if (minval == maxval)
- s = 0; // special 'achromatic' case, hue is 0
- else if (l <= 0.5)
- s = (maxval - minval) / (maxval + minval);
- else
- s = (maxval - minval) / (2 - maxval - minval);
- return color(h, s, l);
- }
- color r;
- if (to == "rgb" || to == "RGB")
- r = x;
- else if (to == "hsv")
- r = rgb_to_hsv(x);
- else if (to == "hsl")
- r = rgb_to_hsl(x);
- else if (to == "YIQ")
- r = color(dot(vector(0.299, 0.587, 0.114), (vector)x),
- dot(vector(0.596, -0.275, -0.321), (vector)x),
- dot(vector(0.212, -0.523, 0.311), (vector)x));
- else if (to == "XYZ")
- r = color(dot(vector(0.412453, 0.357580, 0.180423), (vector)x),
- dot(vector(0.212671, 0.715160, 0.072169), (vector)x),
- dot(vector(0.019334, 0.119193, 0.950227), (vector)x));
- else {
- error("Unknown color space \"%s\"", to);
- r = x;
- }
- return r;
- }
- color transformc(string from, string to, color x)
- {
- color hsv_to_rgb(color c)
- { // Reference: Foley & van Dam
- float h = c[0], s = c[1], v = c[2];
- color r;
- if (s < 0.0001) {
- r = v;
- }
- else {
- h = 6 * (h - floor(h)); // expand to [0..6)
- int hi = (int)h;
- float f = h - hi;
- float p = v * (1 - s);
- float q = v * (1 - s * f);
- float t = v * (1 - s * (1 - f));
- if (hi == 0)
- r = color(v, t, p);
- else if (hi == 1)
- r = color(q, v, p);
- else if (hi == 2)
- r = color(p, v, t);
- else if (hi == 3)
- r = color(p, q, v);
- else if (hi == 4)
- r = color(t, p, v);
- else
- r = color(v, p, q);
- }
- return r;
- }
- color hsl_to_rgb(color c)
- {
- float h = c[0], s = c[1], l = c[2];
- // Easiest to convert hsl -> hsv, then hsv -> RGB (per Foley & van Dam)
- float v = (l <= 0.5) ? (l * (1 + s)) : (l * (1 - s) + s);
- color r;
- if (v <= 0) {
- r = 0;
- }
- else {
- float min = 2 * l - v;
- s = (v - min) / v;
- r = hsv_to_rgb(color(h, s, v));
- }
- return r;
- }
- color r;
- if (from == "rgb" || from == "RGB")
- r = x;
- else if (from == "hsv")
- r = hsv_to_rgb(x);
- else if (from == "hsl")
- r = hsl_to_rgb(x);
- else if (from == "YIQ")
- r = color(dot(vector(1, 0.9557, 0.6199), (vector)x),
- dot(vector(1, -0.2716, -0.6469), (vector)x),
- dot(vector(1, -1.1082, 1.7051), (vector)x));
- else if (from == "XYZ")
- r = color(dot(vector(3.240479, -1.537150, -0.498535), (vector)x),
- dot(vector(-0.969256, 1.875991, 0.041556), (vector)x),
- dot(vector(0.055648, -0.204043, 1.057311), (vector)x));
- else {
- error("Unknown color space \"%s\"", to);
- r = x;
- }
- return transformc(to, r);
- }
- // Matrix functions
- float determinant(matrix m) BUILTIN;
- matrix transpose(matrix m) BUILTIN;
- // Pattern generation
- color step(color edge, color x) BUILTIN;
- point step(point edge, point x) BUILTIN;
- vector step(vector edge, vector x) BUILTIN;
- normal step(normal edge, normal x) BUILTIN;
- float step(float edge, float x) BUILTIN;
- float smoothstep(float edge0, float edge1, float x) BUILTIN;
- float linearstep(float edge0, float edge1, float x)
- {
- float result;
- if (edge0 != edge1) {
- float xclamped = clamp(x, edge0, edge1);
- result = (xclamped - edge0) / (edge1 - edge0);
- }
- else { // special case: edges coincide
- result = step(edge0, x);
- }
- return result;
- }
- float smooth_linearstep(float edge0, float edge1, float x_, float eps_)
- {
- float result;
- if (edge0 != edge1) {
- float rampup(float x, float r)
- {
- return 0.5 / r * x * x;
- }
- float width_inv = 1.0 / (edge1 - edge0);
- float eps = eps_ * width_inv;
- float x = (x_ - edge0) * width_inv;
- if (x <= -eps)
- result = 0;
- else if (x >= eps && x <= 1.0 - eps)
- result = x;
- else if (x >= 1.0 + eps)
- result = 1;
- else if (x < eps)
- result = rampup(x + eps, 2.0 * eps);
- else /* if (x < 1.0+eps) */
- result = 1.0 - rampup(1.0 + eps - x, 2.0 * eps);
- }
- else {
- result = step(edge0, x_);
- }
- return result;
- }
- float aastep(float edge, float s, float dedge, float ds)
- {
- // Box filtered AA step
- float width = fabs(dedge) + fabs(ds);
- float halfwidth = 0.5 * width;
- float e1 = edge - halfwidth;
- return (s <= e1) ? 0.0 : ((s >= (edge + halfwidth)) ? 1.0 : (s - e1) / width);
- }
- float aastep(float edge, float s, float ds)
- {
- return aastep(edge, s, filterwidth(edge), ds);
- }
- float aastep(float edge, float s)
- {
- return aastep(edge, s, filterwidth(edge), filterwidth(s));
- }
- // Derivatives and area operators
- // Displacement functions
- // String functions
- int strlen(string s) BUILTIN;
- int hash(string s) BUILTIN;
- int getchar(string s, int index) BUILTIN;
- int startswith(string s, string prefix) BUILTIN;
- int endswith(string s, string suffix) BUILTIN;
- string substr(string s, int start, int len) BUILTIN;
- string substr(string s, int start)
- {
- return substr(s, start, strlen(s));
- }
- float stof(string str) BUILTIN;
- int stoi(string str) BUILTIN;
- // Define concat in terms of shorter concat
- string concat(string a, string b, string c)
- {
- return concat(concat(a, b), c);
- }
- string concat(string a, string b, string c, string d)
- {
- return concat(concat(a, b, c), d);
- }
- string concat(string a, string b, string c, string d, string e)
- {
- return concat(concat(a, b, c, d), e);
- }
- string concat(string a, string b, string c, string d, string e, string f)
- {
- return concat(concat(a, b, c, d, e), f);
- }
- // Texture
- // Closures
- closure color diffuse(normal N) BUILTIN;
- closure color oren_nayar(normal N, float sigma) BUILTIN;
- closure color diffuse_ramp(normal N, color colors[8]) BUILTIN;
- closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN;
- closure color diffuse_toon(normal N, float size, float smooth) BUILTIN;
- closure color glossy_toon(normal N, float size, float smooth) BUILTIN;
- closure color translucent(normal N) BUILTIN;
- closure color reflection(normal N) BUILTIN;
- closure color refraction(normal N, float eta) BUILTIN;
- closure color transparent() BUILTIN;
- closure color microfacet_ggx(normal N, float ag) BUILTIN;
- closure color microfacet_ggx_aniso(normal N, vector T, float ax, float ay) BUILTIN;
- closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
- closure color microfacet_multi_ggx(normal N, float ag, color C) BUILTIN;
- closure color microfacet_multi_ggx_aniso(normal N, vector T, float ax, float ay, color C) BUILTIN;
- closure color microfacet_multi_ggx_glass(normal N, float ag, float eta, color C) BUILTIN;
- closure color microfacet_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
- closure color microfacet_ggx_aniso_fresnel(
- normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN;
- closure color
- microfacet_multi_ggx_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
- closure color microfacet_multi_ggx_aniso_fresnel(
- normal N, vector T, float ax, float ay, float eta, color C, color Cspec0) BUILTIN;
- closure color
- microfacet_multi_ggx_glass_fresnel(normal N, float ag, float eta, color C, color Cspec0) BUILTIN;
- closure color microfacet_beckmann(normal N, float ab) BUILTIN;
- closure color microfacet_beckmann_aniso(normal N, vector T, float ax, float ay) BUILTIN;
- closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN;
- closure color ashikhmin_shirley(normal N, vector T, float ax, float ay) BUILTIN;
- closure color ashikhmin_velvet(normal N, float sigma) BUILTIN;
- closure color emission() BUILTIN;
- closure color background() BUILTIN;
- closure color holdout() BUILTIN;
- closure color ambient_occlusion() BUILTIN;
- closure color principled_diffuse(normal N, float roughness) BUILTIN;
- closure color principled_sheen(normal N) BUILTIN;
- closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_roughness) BUILTIN;
- // BSSRDF
- closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN;
- // Hair
- closure color
- hair_reflection(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
- closure color
- hair_transmission(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
- closure color principled_hair(normal N,
- color sigma,
- float roughnessu,
- float roughnessv,
- float coat,
- float alpha,
- float eta) BUILTIN;
- // Volume
- closure color henyey_greenstein(float g) BUILTIN;
- closure color absorption() BUILTIN;
- // OSL 1.5 Microfacet functions
- closure color microfacet(
- string distribution, normal N, vector U, float xalpha, float yalpha, float eta, int refract)
- {
- /* GGX */
- if (distribution == "ggx" || distribution == "default") {
- if (!refract) {
- if (xalpha == yalpha) {
- /* Isotropic */
- return microfacet_ggx(N, xalpha);
- }
- else {
- /* Anisotropic */
- return microfacet_ggx_aniso(N, U, xalpha, yalpha);
- }
- }
- else {
- return microfacet_ggx_refraction(N, xalpha, eta);
- }
- }
- /* Beckmann */
- else {
- if (!refract) {
- if (xalpha == yalpha) {
- /* Isotropic */
- return microfacet_beckmann(N, xalpha);
- }
- else {
- /* Anisotropic */
- return microfacet_beckmann_aniso(N, U, xalpha, yalpha);
- }
- }
- else {
- return microfacet_beckmann_refraction(N, xalpha, eta);
- }
- }
- }
- closure color microfacet(string distribution, normal N, float alpha, float eta, int refract)
- {
- return microfacet(distribution, N, vector(0), alpha, alpha, eta, refract);
- }
- // Renderer state
- int backfacing() BUILTIN;
- int raytype(string typename) BUILTIN;
- // the individual 'isFOOray' functions are deprecated
- int iscameraray()
- {
- return raytype("camera");
- }
- int isdiffuseray()
- {
- return raytype("diffuse");
- }
- int isglossyray()
- {
- return raytype("glossy");
- }
- int isshadowray()
- {
- return raytype("shadow");
- }
- int getmatrix(string fromspace, string tospace, output matrix M) BUILTIN;
- int getmatrix(string fromspace, output matrix M)
- {
- return getmatrix(fromspace, "common", M);
- }
- // Miscellaneous
- #undef BUILTIN
- #undef BUILTIN_DERIV
- #undef PERCOMP1
- #undef PERCOMP2
- #undef PERCOMP2F
- #endif /* CCL_STDOSL_H */
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