0030700: Visualization, TKOpenGl - support PBR Metallic-Roughness shading model
[occt.git] / src / Graphic3d / Graphic3d_BSDF.hxx
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189f85a3 1// Created on: 2015-01-15
2// Created by: Danila ULYANOV
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#ifndef _Graphic3d_BSDF_HeaderFile
17#define _Graphic3d_BSDF_HeaderFile
18
19#include <Graphic3d_Vec3.hxx>
20#include <Graphic3d_Vec4.hxx>
21
67312b79 22class Graphic3d_PBRMaterial;
23
189f85a3 24//! Type of the Fresnel model.
25enum Graphic3d_FresnelModel
26{
27 Graphic3d_FM_SCHLICK = 0,
28 Graphic3d_FM_CONSTANT = 1,
29 Graphic3d_FM_CONDUCTOR = 2,
30 Graphic3d_FM_DIELECTRIC = 3
31};
32
33//! Describes Fresnel reflectance parameters.
34class Graphic3d_Fresnel
35{
36public:
37
38 //! Creates uninitialized Fresnel factor.
05aa616d 39 Graphic3d_Fresnel() : myFresnelType (Graphic3d_FM_CONSTANT)
189f85a3 40 {
41 // ideal specular reflector
42 myFresnelData = Graphic3d_Vec3 (0.f, 1.f, 0.f);
43 }
44
45 //! Creates Schlick's approximation of Fresnel factor.
46 static Graphic3d_Fresnel CreateSchlick (const Graphic3d_Vec3& theSpecularColor)
47 {
48 return Graphic3d_Fresnel (Graphic3d_FM_SCHLICK, theSpecularColor);
49 }
50
51 //! Creates Fresnel factor for constant reflection.
52 static Graphic3d_Fresnel CreateConstant (const Standard_ShortReal theReflection)
53 {
54 return Graphic3d_Fresnel (Graphic3d_FM_CONSTANT, Graphic3d_Vec3 (0.f, 1.f, theReflection));
55 }
56
57 //! Creates Fresnel factor for physical-based dielectric model.
58 static Graphic3d_Fresnel CreateDielectric (Standard_ShortReal theRefractionIndex)
59 {
60 return Graphic3d_Fresnel (Graphic3d_FM_DIELECTRIC, Graphic3d_Vec3 (0.f, theRefractionIndex, 0.f));
61 }
62
63 //! Creates Fresnel factor for physical-based conductor model.
64 static Graphic3d_Fresnel CreateConductor (Standard_ShortReal theRefractionIndex,
65 Standard_ShortReal theAbsorptionIndex)
66 {
67 return Graphic3d_Fresnel (Graphic3d_FM_CONDUCTOR, Graphic3d_Vec3 (0.f, theRefractionIndex, theAbsorptionIndex));
68 }
69
70 //! Creates Fresnel factor for physical-based conductor model (spectral version).
71 Standard_EXPORT static Graphic3d_Fresnel CreateConductor (const Graphic3d_Vec3& theRefractionIndex,
72 const Graphic3d_Vec3& theAbsorptionIndex);
73
74public:
75
76 //! Returns serialized representation of Fresnel factor.
77 Standard_EXPORT Graphic3d_Vec4 Serialize() const;
78
79 //! Performs comparison of two objects describing Fresnel factor.
80 bool operator== (const Graphic3d_Fresnel& theOther) const
81 {
82 return myFresnelType == theOther.myFresnelType
83 && myFresnelData == theOther.myFresnelData;
84 }
85
6e728f3b 86 //! Returns type of Fresnel.
87 Graphic3d_FresnelModel FresnelType() const
88 {
89 return myFresnelType;
90 }
91
189f85a3 92protected:
93
94 //! Creates new Fresnel reflectance factor.
95 Graphic3d_Fresnel (Graphic3d_FresnelModel theType, const Graphic3d_Vec3& theData)
96 : myFresnelType (theType),
97 myFresnelData (theData)
98 {
99 //
100 }
101
102private:
103
104 //! Type of Fresnel approximation.
105 Graphic3d_FresnelModel myFresnelType;
106
107 //! Serialized parameters of specific approximation.
108 Graphic3d_Vec3 myFresnelData;
109};
110
111//! Describes material's BSDF (Bidirectional Scattering Distribution Function) used
112//! for physically-based rendering (in path tracing engine). BSDF is represented as
113//! weighted mixture of basic BRDFs/BTDFs (Bidirectional Reflectance (Transmittance)
114//! Distribution Functions).
05aa616d 115//!
116//! NOTE: OCCT uses two-layer material model. We have base diffuse, glossy, or transmissive
117//! layer, covered by one glossy/specular coat. In the current model, the layers themselves
118//! have no thickness; they can simply reflect light or transmits it to the layer under it.
119//! We use actual BRDF model only for direct reflection by the coat layer. For transmission
120//! through this layer, we approximate it as a flat specular surface.
189f85a3 121class Graphic3d_BSDF
122{
123public:
124
05aa616d 125 //! Weight of coat specular/glossy BRDF.
126 Graphic3d_Vec4 Kc;
127
128 //! Weight of base diffuse BRDF.
189f85a3 129 Graphic3d_Vec3 Kd;
130
05aa616d 131 //! Weight of base specular/glossy BRDF.
132 Graphic3d_Vec4 Ks;
189f85a3 133
05aa616d 134 //! Weight of base specular/glossy BTDF.
189f85a3 135 Graphic3d_Vec3 Kt;
136
05aa616d 137 //! Radiance emitted by the surface.
189f85a3 138 Graphic3d_Vec3 Le;
139
05aa616d 140 //! Volume scattering color/density.
141 Graphic3d_Vec4 Absorption;
189f85a3 142
05aa616d 143 //! Parameters of Fresnel reflectance of coat layer.
144 Graphic3d_Fresnel FresnelCoat;
189f85a3 145
05aa616d 146 //! Parameters of Fresnel reflectance of base layer.
147 Graphic3d_Fresnel FresnelBase;
189f85a3 148
149public:
150
151 //! Creates BSDF describing diffuse (Lambertian) surface.
152 static Standard_EXPORT Graphic3d_BSDF CreateDiffuse (const Graphic3d_Vec3& theWeight);
153
154 //! Creates BSDF describing polished metallic-like surface.
155 static Standard_EXPORT Graphic3d_BSDF CreateMetallic (const Graphic3d_Vec3& theWeight,
156 const Graphic3d_Fresnel& theFresnel,
157 const Standard_ShortReal theRoughness);
158
159 //! Creates BSDF describing transparent object.
160 //! Transparent BSDF models simple transparency without
161 //! refraction (the ray passes straight through the surface).
162 static Standard_EXPORT Graphic3d_BSDF CreateTransparent (const Graphic3d_Vec3& theWeight,
163 const Graphic3d_Vec3& theAbsorptionColor,
164 const Standard_ShortReal theAbsorptionCoeff);
165
166 //! Creates BSDF describing glass-like object.
167 //! Glass-like BSDF mixes refraction and reflection effects at
168 //! grazing angles using physically-based Fresnel dielectric model.
169 static Standard_EXPORT Graphic3d_BSDF CreateGlass (const Graphic3d_Vec3& theWeight,
170 const Graphic3d_Vec3& theAbsorptionColor,
171 const Standard_ShortReal theAbsorptionCoeff,
172 const Standard_ShortReal theRefractionIndex);
173
67312b79 174 //! Creates BSDF from PBR metallic-roughness material.
175 static Standard_EXPORT Graphic3d_BSDF CreateMetallicRoughness (const Graphic3d_PBRMaterial& thePbr);
176
189f85a3 177public:
178
179 //! Creates uninitialized BSDF.
05aa616d 180 Standard_EXPORT Graphic3d_BSDF();
189f85a3 181
182 //! Normalizes BSDF components.
183 Standard_EXPORT void Normalize();
184
189f85a3 185 //! Performs comparison of two BSDFs.
05aa616d 186 Standard_EXPORT bool operator== (const Graphic3d_BSDF& theOther) const;
189f85a3 187
188};
189
190#endif // _Graphic3d_BSDF_HeaderFile