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// Copyright Contributors to the Open Shading Language project.
// SPDX-License-Identifier: BSD-3-Clause
// https://github.com/AcademySoftwareFoundation/OpenShadingLanguage
#ifndef STDOSL_H
#define 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;
// Declare name (T,T) for T in {triples,float}
#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;
// Declare name(T,float) for T in {triples}
#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;
// 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)
normal pow (normal x, normal y) BUILTIN;
vector pow (vector x, vector y) BUILTIN;
point pow (point x, point y) BUILTIN;
color pow (color x, color y) BUILTIN;
normal pow (normal x, float y) BUILTIN;
vector pow (vector x, float y) BUILTIN;
point pow (point x, float y) BUILTIN;
color pow (color x, float y) BUILTIN;
float pow (float x, float y) BUILTIN;
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)
PERCOMP1 (cbrt)
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)
normal fmod (normal x, normal y) BUILTIN;
vector fmod (vector x, vector y) BUILTIN;
point fmod (point x, point y) BUILTIN;
color fmod (color x, color y) BUILTIN;
normal fmod (normal x, float y) BUILTIN;
vector fmod (vector x, float y) BUILTIN;
point fmod (point x, float y) BUILTIN;
color fmod (color x, float y) BUILTIN;
float fmod (float x, float y) BUILTIN;
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
closure color mix (closure color x, closure color y, float a) { return x*(1-a) + y*a; }
closure color mix (closure color x, closure color y, color a) { return x*(1-a) + y*a; }
#if 0 // Assuming x != y
normal unmix (normal x, normal y, normal a) { return (a - x) / (y - x); }
normal unmix (normal x, normal y, float a) { return (a - x) / (y - x); }
vector unmix (vector x, vector y, vector a) { return (a - x) / (y - x); }
vector unmix (vector x, vector y, float a) { return (a - x) / (y - x); }
point unmix (point x, point y, point a) { return (a - x) / (y - x); }
point unmix (point x, point y, float a) { return (a - x) / (y - x); }
color unmix (color x, color y, color a) { return (a - x) / (y - x); }
color unmix (color x, color y, float a) { return (a - x) / (y - x); }
float unmix (float x, float y, float a) { return (a - x) / (y - x); }
#else
normal unmix (normal x, normal y, normal a) BUILTIN;
normal unmix (normal x, normal y, float a) BUILTIN;
vector unmix (vector x, vector y, vector a) BUILTIN;
vector unmix (vector x, vector y, float a) BUILTIN;
point unmix (point x, point y, point a) BUILTIN;
point unmix (point x, point y, float a) BUILTIN;
color unmix (color x, color y, color a) BUILTIN;
color unmix (color x, color y, float a) BUILTIN;
float unmix (float x, float y, float a) BUILTIN;
#endif
// closure color unmix (closure color x, closure color y, float a) { return (a - x) / (y - x); }
// closure color unmix (closure color x, closure color y, color a) { return (a - x) / (y - x); }
// TODO: ADD REMAP FROM MIX AND UNMIX
normal select (normal x, normal y, normal cond) BUILTIN;
vector select (vector x, vector y, vector cond) BUILTIN;
point select (point x, point y, point cond) BUILTIN;
color select (color x, color y, color cond) BUILTIN;
float select (float x, float y, float cond) BUILTIN;
normal select (normal x, normal y, float cond) BUILTIN;
vector select (vector x, vector y, float cond) BUILTIN;
point select (point x, point y, float cond) BUILTIN;
color select (color x, color y, float cond) BUILTIN;
normal select (normal x, normal y, int cond) BUILTIN;
vector select (vector x, vector y, int cond) BUILTIN;
point select (point x, point y, int cond) BUILTIN;
color select (color x, color y, int cond) BUILTIN;
float select (float x, float y, int cond) BUILTIN;
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)
{
return (dot(I, Nref) > 0) ? -N : N;
}
vector faceforward (vector N, vector I)
{
return faceforward(N, I, Ng);
}
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;
sincos (angle, sinang, cosang);
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;
}
point rotate (point p, float angle, vector axis)
{
return rotate (p, angle, point(0), axis);
}
// Color functions
float luminance (color c) BUILTIN;
color blackbody (float temperatureK) BUILTIN;
color wavelength_color (float wavelength_nm) BUILTIN;
color transformc (string from, string to, color c) BUILTIN;
color transformc (string to, color c) { return transformc ("rgb", to, c); }
// 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;
color smoothstep (color edge0, color edge1, color x)
{
return color (smoothstep(edge0[0], edge1[0], x[0]),
smoothstep(edge0[1], edge1[1], x[1]),
smoothstep(edge0[2], edge1[2], x[2]));
}
vector smoothstep (vector edge0, vector edge1, vector x)
{
return vector (smoothstep(edge0[0], edge1[0], x[0]),
smoothstep(edge0[1], edge1[1], x[1]),
smoothstep(edge0[2], edge1[2], x[2]));
}
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;
}
color linearstep (color edge0, color edge1, color x)
{
return color (linearstep(edge0[0], edge1[0], x[0]),
linearstep(edge0[1], edge1[1], x[1]),
linearstep(edge0[2], edge1[2], x[2]));
}
vector linearstep (vector edge0, vector edge1, vector x)
{
return vector (linearstep(edge0[0], edge1[0], x[0]),
linearstep(edge0[1], edge1[1], x[1]),
linearstep(edge0[2], edge1[2], x[2]));
}
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;
}
color smooth_linearstep (color edge0, color edge1, color x, color eps)
{
return color (smooth_linearstep(edge0[0], edge1[0], x[0], eps[0]),
smooth_linearstep(edge0[1], edge1[1], x[1], eps[1]),
smooth_linearstep(edge0[2], edge1[2], x[2], eps[2]));
}
vector smooth_linearstep (vector edge0, vector edge1, vector x, vector eps)
{
return vector (smooth_linearstep(edge0[0], edge1[0], x[0], eps[0]),
smooth_linearstep(edge0[1], edge1[1], x[1], eps[1]),
smooth_linearstep(edge0[2], edge1[2], x[2], eps[2]));
}
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));
}
// Noise and related functions
int hash (int u) BUILTIN;
int hash (float u) BUILTIN;
int hash (float u, float v) BUILTIN;
int hash (point p) BUILTIN;
int hash (point p, float t) BUILTIN;
// 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 emission() BUILTIN;
closure color background() BUILTIN;
closure color diffuse(normal N) BUILTIN;
closure color oren_nayar (normal N, float sigma) BUILTIN;
closure color translucent(normal N) BUILTIN;
closure color phong(normal N, float exponent) BUILTIN;
closure color ward(normal N, vector T,float ax, float ay) BUILTIN;
closure color microfacet(string distribution, normal N, vector U, float xalpha,
float yalpha, float eta, int refract) BUILTIN;
closure color microfacet(string distribution, normal N, float alpha, float eta,
int refr)
{
return microfacet(distribution, N, vector(0), alpha, alpha, eta, refr);
}
closure color reflection(normal N, float eta) BUILTIN;
closure color reflection(normal N) { return reflection (N, 0.0); }
closure color refraction(normal N, float eta) BUILTIN;
closure color transparent() BUILTIN;
closure color debug(string tag) BUILTIN;
closure color holdout() BUILTIN;
closure color subsurface(float eta, float g, color mfp, color albedo) BUILTIN;
#ifndef NO_MATERIALX_CLOSURES
// -------------------------------------------------------------//
// BSDF closures //
// -------------------------------------------------------------//
// Constructs a diffuse reflection BSDF based on the Oren-Nayar reflectance model.
//
// \param N Normal vector of the surface point being shaded.
// \param albedo Surface albedo.
// \param roughness Surface roughness [0,1]. A value of 0.0 gives Lambertian reflectance.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color oren_nayar_diffuse_bsdf(normal N, color albedo, float roughness) BUILTIN;
// Constructs a diffuse reflection BSDF based on the corresponding component of
// the Disney Principled shading model.
//
// \param N Normal vector of the surface point being shaded.
// \param albedo Surface albedo.
// \param roughness Surface roughness [0,1].
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color burley_diffuse_bsdf(normal N, color albedo, float roughness) BUILTIN;
// Constructs a reflection and/or transmission BSDF based on a microfacet reflectance
// model and a Fresnel curve for dielectrics. The two tint parameters control the
// contribution of each reflection/transmission lobe. The tints should remain 100% white
// for a physically correct dielectric, but can be tweaked for artistic control or set
// to 0.0 for disabling a lobe.
// The closure may be vertically layered over a base BSDF for the surface beneath the
// dielectric layer. This is done using the layer() closure. By chaining multiple
// dielectric_bsdf closures you can describe a surface with multiple specular lobes.
// If transmission is enabled (transmission_tint > 0.0) the closure may be layered over
// a VDF closure describing the surface interior to handle absorption and scattering
// inside the medium.
//
// \param N Normal vector of the surface point being shaded.
// \param U Tangent vector of the surface point being shaded.
// \param reflection_tint Weight per color channel for the reflection lobe. Should be (1,1,1) for a physically-correct dielectric surface,
// but can be tweaked for artistic control. Set to (0,0,0) to disable reflection.
// \param transmission_tint Weight per color channel for the transmission lobe. Should be (1,1,1) for a physically-correct dielectric surface,
// but can be tweaked for artistic control. Set to (0,0,0) to disable transmission.
// \param roughness_x Surface roughness in the U direction with a perceptually linear response over its range.
// \param roughness_y Surface roughness in the V direction with a perceptually linear response over its range.
// \param ior Refraction index.
// \param distribution Microfacet distribution. An implementation is expected to support the following distributions: { "ggx" }
// \param thinfilm_thickness Optional float parameter for thickness of an iridescent thin film layer on top of this BSDF. Given in nanometers.
// \param thinfilm_ior Optional float parameter for refraction index of the thin film layer.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color dielectric_bsdf(normal N, vector U, color reflection_tint, color transmission_tint, float roughness_x, float roughness_y, float ior, string distribution) BUILTIN;
// Constructs a reflection BSDF based on a microfacet reflectance model.
// Uses a Fresnel curve with complex refraction index for conductors/metals.
// If an artistic parametrization is preferred the artistic_ior() utility function
// can be used to convert from artistic to physical parameters.
//
// \param N Normal vector of the surface point being shaded.
// \param U Tangent vector of the surface point being shaded.
// \param roughness_x Surface roughness in the U direction with a perceptually linear response over its range.
// \param roughness_y Surface roughness in the V direction with a perceptually linear response over its range.
// \param ior Refraction index.
// \param extinction Extinction coefficient.
// \param distribution Microfacet distribution. An implementation is expected to support the following distributions: { "ggx" }
// \param thinfilm_thickness Optional float parameter for thickness of an iridescent thin film layer on top of this BSDF. Given in nanometers.
// \param thinfilm_ior Optional float parameter for refraction index of the thin film layer.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color conductor_bsdf(normal N, vector U, float roughness_x, float roughness_y, color ior, color extinction, string distribution) BUILTIN;
// Constructs a reflection and/or transmission BSDF based on a microfacet reflectance model
// and a generalized Schlick Fresnel curve. The two tint parameters control the contribution
// of each reflection/transmission lobe.
// The closure may be vertically layered over a base BSDF for the surface beneath the
// dielectric layer. This is done using the layer() closure. By chaining multiple
// dielectric_bsdf closures you can describe a surface with multiple specular lobes.
// If transmission is enabled (transmission_tint > 0.0) the closure may be layered over
// a VDF closure describing the surface interior to handle absorption and scattering
// inside the medium.
//
// \param N Normal vector of the surface point being shaded.
// \param U Tangent vector of the surface point being shaded.
// \param reflection_tint Weight per color channel for the reflection lobe. Set to (0,0,0) to disable reflection.
// \param transmission_tint Weight per color channel for the transmission lobe. Set to (0,0,0) to disable transmission.
// \param roughness_x Surface roughness in the U direction with a perceptually linear response over its range.
// \param roughness_y Surface roughness in the V direction with a perceptually linear response over its range.
// \param f0 Reflectivity per color channel at facing angles.
// \param f90 Reflectivity per color channel at grazing angles.
// \param exponent Variable exponent for the Schlick Fresnel curve, the default value should be 5
// \param distribution Microfacet distribution. An implementation is expected to support the following distributions: { "ggx" }
// \param thinfilm_thickness Optional float parameter for thickness of an iridescent thin film layer on top of this BSDF. Given in nanometers.
// \param thinfilm_ior Optional float parameter for refraction index of the thin film layer.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color generalized_schlick_bsdf(normal N, vector U, color reflection_tint, color transmission_tint, float roughness_x, float roughness_y, color f0, color f90, float exponent, string distribution) BUILTIN;
// Constructs a translucent (diffuse transmission) BSDF based on the Lambert reflectance model.
//
// \param N Normal vector of the surface point being shaded.
// \param albedo Surface albedo.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color translucent_bsdf(normal N, color albedo) BUILTIN;
// Constructs a closure that represents straight transmission through a surface.
//
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
// NOTE:
// - This is not a node in the MaterialX library, but the surface shader constructor
// node has an 'opacity' parameter to control textured cutout opacity.
//
closure color transparent_bsdf() BUILTIN;
// Constructs a BSSRDF for subsurface scattering within a homogeneous medium.
//
// \param N Normal vector of the surface point being shaded.
// \param albedo Effective albedo of the medium (after multiple scattering). The renderer is expected to invert this color to derive the appropriate single-scattering albedo that will produce this color for the average random walk.
// \param radius Average distance travelled inside the medium per color channel. This is typically taken to be the mean-free path of the volume.
// \param anisotropy Scattering anisotropy [-1,1]. Negative values give backwards scattering, positive values give forward scattering,
// and 0.0 gives uniform scattering.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color subsurface_bssrdf(normal N, color albedo, color radius, float anisotropy) BUILTIN;
// Constructs a microfacet BSDF for the back-scattering properties of cloth-like materials.
// This closure may be vertically layered over a base BSDF, where energy that is not reflected
// will be transmitted to the base closure.
//
// \param N Normal vector of the surface point being shaded.
// \param albedo Surface albedo.
// \param roughness Surface roughness [0,1].
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color sheen_bsdf(normal N, color albedo, float roughness) BUILTIN;
// Constructs a hair BSDF based on the Chiang hair shading model. This node does not support vertical layering.
// \param N Normal vector of the surface.
// \param curve_direction Direction of the hair geometry.
// \param tint_R Color multiplier for the R-lobe.
// \param tint_TT Color multiplier for the TT-lobe.
// \param tint_TRT Color multiplier for the TRT-lobe.
// \param ior Index of refraction.
// \param longitudual_roughness_R Longitudinal roughness (ν) for the R-lobe , range [0.0, ∞)
// \param longitudual_roughness_TT Longitudinal roughness (ν) for the TT-lobe , range [0.0, ∞)
// \param longitudual_roughness_TRT Longitudinal roughness (ν) for the TRT-lobe, range [0.0, ∞)
// \param azimuthal_roughness_R Azimuthal roughness (s) for the R-lobe , range [0.0, ∞)
// \param azimuthal_roughness_TT Azimuthal roughness (s) for the TT-lobe , range [0.0, ∞)
// \param azimuthal_roughness_TRT Azimuthal roughness (s) for the TRT-lobe, range [0.0, ∞)
// \param cuticle_angle Cuticle angle in radians, Values above 0.5 tilt the scales towards the root of the fiber, range [0.0, 1.0], with 0.5 specifying no tilt.
// \param absorption_coefficient Absorption coefficient normalized to the hair fiber diameter.
closure color chiang_hair_bsdf(
normal N,
vector curve_direction,
color tint_R,
color tint_TT,
color tint_TRT,
float ior,
float longitudual_roughness_R,
float longitudual_roughness_TT,
float longitudual_roughness_TRT,
float azimuthal_roughness_R,
float azimuthal_roughness_TT,
float azimuthal_roughness_TRT,
float cuticle_angle,
color absorption_coefficient
) BUILTIN;
// -------------------------------------------------------------//
// EDF closures //
// -------------------------------------------------------------//
// Constructs an EDF emitting light uniformly in all directions.
//
// \param emittance Radiant emittance of light leaving the surface.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color uniform_edf(color emittance) BUILTIN;
// -------------------------------------------------------------//
// VDF closures //
// -------------------------------------------------------------//
// Constructs a VDF scattering light for a general participating medium, based on the Henyey-Greenstein
// phase function. Forward, backward and uniform scattering is supported and controlled by the anisotropy input.
//
// \param albedo Volume single-scattering albedo.
// \param extinction Volume extinction coefficient.
// \param anisotropy Scattering anisotropy [-1,1]. Negative values give backwards scattering, positive values give forward scattering,
// and 0.0 gives uniform scattering.
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color anisotropic_vdf(color albedo, color extinction, float anisotropy) BUILTIN;
// Constructs a VDF for light passing through a dielectric homogeneous medium, such as glass or liquids.
// The parameters transmission_depth and transmission_color control the extinction coefficient of the medium
// in and artist-friendly way. A priority can be set to determine the ordering of overlapping media.
//
// \param albedo Single-scattering albedo of the medium.
// \param transmission_depth Distance travelled inside the medium by white light before its color becomes transmission_color by Beer's law.
// Given in scene length units, range [0,infinity). Together with transmission_color this determines the extinction
// coefficient of the medium.
// \param transmission_color Desired color resulting from white light transmitted a distance of 'transmission_depth' through the medium.
// Together with transmission_depth this determines the extinction coefficient of the medium.
// \param anisotropy Scattering anisotropy [-1,1]. Negative values give backwards scattering, positive values give forward scattering,
// and 0.0 gives uniform scattering.
// \param ior Refraction index of the medium.
// \param priority Priority of this medium (for nested dielectrics).
// \param label Optional string parameter to name this component. For use in AOVs / LPEs.
//
closure color medium_vdf(color albedo, float transmission_depth, color transmission_color, float anisotropy, float ior, int priority) BUILTIN;
// -------------------------------------------------------------//
// Layering closures //
// -------------------------------------------------------------//
// Vertically layer a layerable BSDF such as dielectric_bsdf, generalized_schlick_bsdf or
// sheen_bsdf over a BSDF or VDF. The implementation is target specific, but a standard way
// of handling this is by albedo scaling, using "base*(1-reflectance(top)) + top", where
// reflectance() calculates the directional albedo of a given top BSDF.
//
// \param top Closure defining the top layer.
// \param base Closure defining the base layer.
//
// TODO:
// - This could also be achieved by closure nesting where each layerable closure takes
// a closure color "base" input instead.
// - One advantage having a dedicated layer() closure is that in the future we may want to
// introduce parameters to describe the sandwiched medium between the layer interfaces.
// Such parameterization could then be added on this layer() closure as extra arguments.
// - Do we want/need parameters for the medium here now, or do we look at that later?
//
closure color layer(closure color top, closure color base) BUILTIN;
// NOTE: For "horizontal layering" closure mix() already exists in OSL.
// -------------------------------------------------------------//
// Utility functions //
// -------------------------------------------------------------//
// Converts the artistic parameterization reflectivity and edge_tint to
// complex IOR values. To be used with the conductor_bsdf() closure.
//
// [OG14] Ole Gulbrandsen, "Artist Friendly Metallic Fresnel", Journal of
// Computer Graphics Tools 3(4), 2014. http://jcgt.org/published/0003/04/03/paper.pdf
//
// \param reflectivity Reflectivity per color channel at facing angles ('r' parameter in [OG14]).
// \param edge_tint Color bias for grazing angles ('g' parameter in [OG14]).
// NOTE: This is not equal to 'f90' in a Schlick Fresnel parameterization.
// \param ior Output refraction index.
// \param extinction Output extinction coefficient.
//
void artistic_ior(color reflectivity, color edge_tint, output color ior, output color extinction)
{
color r = clamp(reflectivity, 0.0, 0.99);
color r_sqrt = sqrt(r);
color n_min = (1.0 - r) / (1.0 + r);
color n_max = (1.0 + r_sqrt) / (1.0 - r_sqrt);
ior = mix(n_max, n_min, edge_tint);
color np1 = ior + 1.0;
color nm1 = ior - 1.0;
color k2 = (np1*np1 * r - nm1*nm1) / (1.0 - r);
k2 = max(k2, 0.0);
extinction = sqrt(k2);
}
#endif // MATERIALX_CLOSURES
// 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 /* STDOSL_H */