0027860: Visualization - clean up Transformation Persistence API
[occt.git] / src / Graphic3d / Graphic3d_BSDF.hxx
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
22 //! Type of the Fresnel model.
23 enum Graphic3d_FresnelModel
24 {
25   Graphic3d_FM_SCHLICK    = 0,
26   Graphic3d_FM_CONSTANT   = 1,
27   Graphic3d_FM_CONDUCTOR  = 2,
28   Graphic3d_FM_DIELECTRIC = 3
29 };
30
31 //! Describes Fresnel reflectance parameters.
32 class Graphic3d_Fresnel
33 {
34 public:
35
36   //! Creates uninitialized Fresnel factor.
37   Graphic3d_Fresnel()
38   : myFresnelType (Graphic3d_FM_CONSTANT)
39   {
40     // ideal specular reflector
41     myFresnelData = Graphic3d_Vec3 (0.f, 1.f, 0.f);
42   }
43
44   //! Creates Schlick's approximation of Fresnel factor.
45   static Graphic3d_Fresnel CreateSchlick (const Graphic3d_Vec3& theSpecularColor)
46   {
47     return Graphic3d_Fresnel (Graphic3d_FM_SCHLICK, theSpecularColor);
48   }
49
50   //! Creates Fresnel factor for constant reflection.
51   static Graphic3d_Fresnel CreateConstant (const Standard_ShortReal theReflection)
52   {
53     return Graphic3d_Fresnel (Graphic3d_FM_CONSTANT, Graphic3d_Vec3 (0.f, 1.f, theReflection));
54   }
55
56   //! Creates Fresnel factor for physical-based dielectric model.
57   static Graphic3d_Fresnel CreateDielectric (Standard_ShortReal theRefractionIndex)
58   {
59     return Graphic3d_Fresnel (Graphic3d_FM_DIELECTRIC, Graphic3d_Vec3 (0.f, theRefractionIndex, 0.f));
60   }
61
62   //! Creates Fresnel factor for physical-based conductor model.
63   static Graphic3d_Fresnel CreateConductor (Standard_ShortReal theRefractionIndex,
64                                             Standard_ShortReal theAbsorptionIndex)
65   {
66     return Graphic3d_Fresnel (Graphic3d_FM_CONDUCTOR, Graphic3d_Vec3 (0.f, theRefractionIndex, theAbsorptionIndex));
67   }
68
69   //! Creates Fresnel factor for physical-based conductor model (spectral version).
70   Standard_EXPORT static Graphic3d_Fresnel CreateConductor (const Graphic3d_Vec3& theRefractionIndex,
71                                                             const Graphic3d_Vec3& theAbsorptionIndex);
72
73 public:
74
75   //! Returns serialized representation of Fresnel factor.
76   Standard_EXPORT Graphic3d_Vec4 Serialize() const;
77
78   //! Performs comparison of two objects describing Fresnel factor.
79   bool operator== (const Graphic3d_Fresnel& theOther) const
80   {
81     return myFresnelType == theOther.myFresnelType
82         && myFresnelData == theOther.myFresnelData;
83   }
84
85 protected:
86
87   //! Creates new Fresnel reflectance factor.
88   Graphic3d_Fresnel (Graphic3d_FresnelModel theType, const Graphic3d_Vec3& theData)
89   : myFresnelType (theType),
90     myFresnelData (theData)
91   {
92     //
93   }
94
95 private:
96
97   //! Type of Fresnel approximation.
98   Graphic3d_FresnelModel myFresnelType;
99
100   //! Serialized parameters of specific approximation.
101   Graphic3d_Vec3 myFresnelData;
102 };
103
104 //! Describes material's BSDF (Bidirectional Scattering Distribution Function) used
105 //! for physically-based rendering (in path tracing engine). BSDF is represented as
106 //! weighted mixture of basic BRDFs/BTDFs (Bidirectional Reflectance (Transmittance)
107 //! Distribution Functions).
108 class Graphic3d_BSDF
109 {
110 public:
111
112   //! Weight of the Lambertian BRDF.
113   Graphic3d_Vec3 Kd;
114
115   //! Weight of the reflection BRDF.
116   Graphic3d_Vec3 Kr;
117
118   //! Weight of the transmission BTDF.
119   Graphic3d_Vec3 Kt;
120
121   //! Weight of the Blinn's glossy BRDF.
122   Graphic3d_Vec3 Ks;
123
124   //! Self-emitted radiance.
125   Graphic3d_Vec3 Le;
126
127   //! Parameters of Fresnel reflectance.
128   Graphic3d_Fresnel Fresnel;
129
130   //! Roughness (exponent) of Blinn's BRDF.
131   Standard_ShortReal Roughness;
132
133   //! Absorption color of transparent media.
134   Graphic3d_Vec3 AbsorptionColor;
135
136   //! Absorption intensity of transparent media.
137   Standard_ShortReal AbsorptionCoeff;
138
139 public:
140
141   //! Creates BSDF describing diffuse (Lambertian) surface.
142   static Standard_EXPORT Graphic3d_BSDF CreateDiffuse (const Graphic3d_Vec3& theWeight);
143
144   //! Creates BSDF describing polished metallic-like surface.
145   static Standard_EXPORT Graphic3d_BSDF CreateMetallic (const Graphic3d_Vec3&    theWeight,
146                                                         const Graphic3d_Fresnel& theFresnel,
147                                                         const Standard_ShortReal theRoughness);
148
149   //! Creates BSDF describing transparent object.
150   //! Transparent BSDF models simple transparency without
151   //! refraction (the ray passes straight through the surface).
152   static Standard_EXPORT Graphic3d_BSDF CreateTransparent (const Graphic3d_Vec3&    theWeight,
153                                                            const Graphic3d_Vec3&    theAbsorptionColor,
154                                                            const Standard_ShortReal theAbsorptionCoeff);
155
156   //! Creates BSDF describing glass-like object.
157   //! Glass-like BSDF mixes refraction and reflection effects at
158   //! grazing angles using physically-based Fresnel dielectric model.
159   static Standard_EXPORT Graphic3d_BSDF CreateGlass (const Graphic3d_Vec3&    theWeight,
160                                                      const Graphic3d_Vec3&    theAbsorptionColor,
161                                                      const Standard_ShortReal theAbsorptionCoeff,
162                                                      const Standard_ShortReal theRefractionIndex);
163
164 public:
165
166   //! Creates uninitialized BSDF.
167   Graphic3d_BSDF()
168   {
169     Roughness = AbsorptionCoeff = 0.f;
170   }
171
172   //! Normalizes BSDF components.
173   Standard_EXPORT void Normalize();
174
175   //! Performs mixing of two BSDFs.
176   Graphic3d_BSDF& operator+ (const Graphic3d_BSDF& theOther)
177   {
178     Kd += theOther.Kd;
179     Kr += theOther.Kr;
180     Kt += theOther.Kt;
181     Ks += theOther.Ks;
182     Le += theOther.Le;
183
184     return *this;
185   }
186
187   //! Performs comparison of two BSDFs.
188   bool operator== (const Graphic3d_BSDF& theOther) const
189   {
190     return Kd              == theOther.Kd
191         && Kr              == theOther.Kr
192         && Kt              == theOther.Kt
193         && Ks              == theOther.Ks
194         && Le              == theOther.Le
195         && Fresnel         == theOther.Fresnel
196         && Roughness       == theOther.Roughness
197         && AbsorptionCoeff == theOther.AbsorptionCoeff
198         && AbsorptionColor == theOther.AbsorptionColor;
199   }
200
201 };
202
203 #endif // _Graphic3d_BSDF_HeaderFile