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1 | // Created on: 2015-01-19 |
2 | // Created by: Denis BOGOLEPOV |
3 | // Copyright (c) 2014 OPEN CASCADE SAS |
4 | // |
5 | // This file is part of Open CASCADE Technology software library. |
6 | // |
7 | // This library is free software; you can redistribute it and/or modify it under |
8 | // the terms of the GNU Lesser General Public License version 2.1 as published |
9 | // by the Free Software Foundation, with special exception defined in the file |
10 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
11 | // distribution for complete text of the license and disclaimer of any warranty. |
12 | // |
13 | // Alternatively, this file may be used under the terms of Open CASCADE |
14 | // commercial license or contractual agreement. |
15 | |
16 | #include <Graphic3d_BSDF.hxx> |
17 | |
18 | #include <algorithm> |
19 | |
20 | // ======================================================================= |
21 | // function : Serialize |
22 | // purpose : |
23 | // ======================================================================= |
24 | Graphic3d_Vec4 Graphic3d_Fresnel::Serialize() const |
25 | { |
26 | Graphic3d_Vec4 aData = Graphic3d_Vec4 (myFresnelData, 0.f); |
27 | |
28 | if (myFresnelType != Graphic3d_FM_SCHLICK) |
29 | { |
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30 | aData.x() = -static_cast<float> (myFresnelType); |
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31 | } |
32 | |
33 | return aData; |
34 | } |
35 | |
36 | // ======================================================================= |
37 | // function : fresnelNormal |
38 | // purpose : |
39 | // ======================================================================= |
05aa616d |
40 | inline float fresnelNormal (float theN, |
41 | float theK) |
189f85a3 |
42 | { |
43 | return ((theN - 1.f) * (theN - 1.f) + theK * theK) / |
44 | ((theN + 1.f) * (theN + 1.f) + theK * theK); |
45 | } |
46 | |
47 | // ======================================================================= |
48 | // function : CreateConductor |
49 | // purpose : |
50 | // ======================================================================= |
51 | Graphic3d_Fresnel Graphic3d_Fresnel::CreateConductor (const Graphic3d_Vec3& theRefractionIndex, |
52 | const Graphic3d_Vec3& theAbsorptionIndex) |
53 | { |
05aa616d |
54 | const Graphic3d_Vec3 aFresnel (fresnelNormal (theRefractionIndex.x(), theAbsorptionIndex.x()), |
55 | fresnelNormal (theRefractionIndex.y(), theAbsorptionIndex.y()), |
56 | fresnelNormal (theRefractionIndex.z(), theAbsorptionIndex.z())); |
57 | |
58 | return Graphic3d_Fresnel (Graphic3d_FM_SCHLICK, aFresnel); |
59 | } |
60 | |
61 | // ======================================================================= |
62 | // function : Graphic3d_BSDF |
63 | // purpose : |
64 | // ======================================================================= |
65 | Graphic3d_BSDF::Graphic3d_BSDF() |
66 | { |
67 | FresnelCoat = Graphic3d_Fresnel::CreateConstant (0.f); |
68 | FresnelBase = Graphic3d_Fresnel::CreateConstant (1.f); |
69 | } |
70 | |
71 | // ======================================================================= |
72 | // function : operator== |
73 | // purpose : |
74 | // ======================================================================= |
75 | bool Graphic3d_BSDF::operator== (const Graphic3d_BSDF& theOther) const |
76 | { |
77 | return Kc == theOther.Kc |
78 | && Kd == theOther.Kd |
79 | && Kt == theOther.Kt |
80 | && Ks == theOther.Ks |
81 | && Le == theOther.Le |
82 | && Absorption == theOther.Absorption |
83 | && FresnelCoat == theOther.FresnelCoat |
84 | && FresnelBase == theOther.FresnelBase; |
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85 | } |
86 | |
87 | // ======================================================================= |
88 | // function : Normalize |
89 | // purpose : |
90 | // ======================================================================= |
91 | void Graphic3d_BSDF::Normalize() |
92 | { |
05aa616d |
93 | float aMax = 0.f; |
94 | |
95 | for (int aChannelID = 0; aChannelID < 3; ++aChannelID) |
96 | { |
97 | aMax = std::max (aMax, Kd[aChannelID] + Ks[aChannelID] + Kt[aChannelID]); |
98 | } |
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99 | |
100 | if (aMax > 1.f) |
101 | { |
05aa616d |
102 | for (int aChannelID = 0; aChannelID < 3; ++aChannelID) |
103 | { |
104 | Kd[aChannelID] /= aMax; |
105 | Ks[aChannelID] /= aMax; |
106 | Kt[aChannelID] /= aMax; |
107 | } |
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108 | } |
109 | } |
110 | |
111 | // ======================================================================= |
112 | // function : CreateDiffuse |
113 | // purpose : |
114 | // ======================================================================= |
115 | Graphic3d_BSDF Graphic3d_BSDF::CreateDiffuse (const Graphic3d_Vec3& theWeight) |
116 | { |
117 | Graphic3d_BSDF aBSDF; |
118 | |
119 | aBSDF.Kd = theWeight; |
120 | |
121 | return aBSDF; |
122 | } |
123 | |
124 | // ======================================================================= |
125 | // function : CreateMetallic |
126 | // purpose : |
127 | // ======================================================================= |
05aa616d |
128 | Graphic3d_BSDF Graphic3d_BSDF::CreateMetallic (const Graphic3d_Vec3& theWeight, const Graphic3d_Fresnel& theFresnel, const float theRoughness) |
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129 | { |
130 | Graphic3d_BSDF aBSDF; |
131 | |
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132 | aBSDF.FresnelBase = theFresnel; |
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133 | |
134 | // Selecting between specular and glossy |
135 | // BRDF depending on the given roughness |
05aa616d |
136 | aBSDF.Ks = Graphic3d_Vec4 (theWeight, theRoughness); |
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137 | |
138 | return aBSDF; |
139 | } |
140 | |
141 | // ======================================================================= |
142 | // function : CreateTransparent |
143 | // purpose : |
144 | // ======================================================================= |
05aa616d |
145 | Graphic3d_BSDF Graphic3d_BSDF::CreateTransparent (const Graphic3d_Vec3& theWeight, |
146 | const Graphic3d_Vec3& theAbsorptionColor, |
147 | const float theAbsorptionCoeff) |
189f85a3 |
148 | { |
149 | Graphic3d_BSDF aBSDF; |
150 | |
05aa616d |
151 | // Create Fresnel parameters for the coat layer; |
152 | // set it to 0 value to simulate ideal refractor |
153 | aBSDF.FresnelCoat = Graphic3d_Fresnel::CreateConstant (0.f); |
154 | |
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155 | aBSDF.Kt = theWeight; |
156 | |
05aa616d |
157 | // Link reflection and transmission coefficients |
158 | aBSDF.Kc.r() = aBSDF.Kt.r(); |
159 | aBSDF.Kc.g() = aBSDF.Kt.g(); |
160 | aBSDF.Kc.b() = aBSDF.Kt.b(); |
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161 | |
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162 | aBSDF.Absorption = Graphic3d_Vec4 (theAbsorptionColor, |
163 | theAbsorptionCoeff); |
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164 | |
165 | return aBSDF; |
166 | } |
167 | |
168 | // ======================================================================= |
169 | // function : CreateGlass |
170 | // purpose : |
171 | // ======================================================================= |
05aa616d |
172 | Graphic3d_BSDF Graphic3d_BSDF::CreateGlass (const Graphic3d_Vec3& theWeight, |
173 | const Graphic3d_Vec3& theAbsorptionColor, |
174 | const float theAbsorptionCoeff, |
175 | const float theRefractionIndex) |
189f85a3 |
176 | { |
177 | Graphic3d_BSDF aBSDF; |
178 | |
05aa616d |
179 | // Create Fresnel parameters for the coat layer |
180 | aBSDF.FresnelCoat = Graphic3d_Fresnel::CreateDielectric (theRefractionIndex); |
181 | |
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182 | aBSDF.Kt = theWeight; |
183 | |
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184 | aBSDF.Kc.r() = aBSDF.Kt.r(); |
185 | aBSDF.Kc.g() = aBSDF.Kt.g(); |
186 | aBSDF.Kc.b() = aBSDF.Kt.b(); |
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187 | |
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188 | aBSDF.Absorption = Graphic3d_Vec4 (theAbsorptionColor, |
189 | theAbsorptionCoeff); |
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190 | |
191 | return aBSDF; |
192 | } |