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occt/src/Graphic3d/Graphic3d_BSDF.hxx

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C++

// Created on: 2015-01-15
// Created by: Danila ULYANOV
// Copyright (c) 2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _Graphic3d_BSDF_HeaderFile
#define _Graphic3d_BSDF_HeaderFile
#include <Graphic3d_Vec3.hxx>
#include <Graphic3d_Vec4.hxx>
//! Type of the Fresnel model.
enum Graphic3d_FresnelModel
{
Graphic3d_FM_SCHLICK = 0,
Graphic3d_FM_CONSTANT = 1,
Graphic3d_FM_CONDUCTOR = 2,
Graphic3d_FM_DIELECTRIC = 3
};
//! Describes Fresnel reflectance parameters.
class Graphic3d_Fresnel
{
public:
//! Creates uninitialized Fresnel factor.
Graphic3d_Fresnel()
: myFresnelType (Graphic3d_FM_CONSTANT)
{
// ideal specular reflector
myFresnelData = Graphic3d_Vec3 (0.f, 1.f, 0.f);
}
//! Creates Schlick's approximation of Fresnel factor.
static Graphic3d_Fresnel CreateSchlick (const Graphic3d_Vec3& theSpecularColor)
{
return Graphic3d_Fresnel (Graphic3d_FM_SCHLICK, theSpecularColor);
}
//! Creates Fresnel factor for constant reflection.
static Graphic3d_Fresnel CreateConstant (const Standard_ShortReal theReflection)
{
return Graphic3d_Fresnel (Graphic3d_FM_CONSTANT, Graphic3d_Vec3 (0.f, 1.f, theReflection));
}
//! Creates Fresnel factor for physical-based dielectric model.
static Graphic3d_Fresnel CreateDielectric (Standard_ShortReal theRefractionIndex)
{
return Graphic3d_Fresnel (Graphic3d_FM_DIELECTRIC, Graphic3d_Vec3 (0.f, theRefractionIndex, 0.f));
}
//! Creates Fresnel factor for physical-based conductor model.
static Graphic3d_Fresnel CreateConductor (Standard_ShortReal theRefractionIndex,
Standard_ShortReal theAbsorptionIndex)
{
return Graphic3d_Fresnel (Graphic3d_FM_CONDUCTOR, Graphic3d_Vec3 (0.f, theRefractionIndex, theAbsorptionIndex));
}
//! Creates Fresnel factor for physical-based conductor model (spectral version).
Standard_EXPORT static Graphic3d_Fresnel CreateConductor (const Graphic3d_Vec3& theRefractionIndex,
const Graphic3d_Vec3& theAbsorptionIndex);
public:
//! Returns serialized representation of Fresnel factor.
Standard_EXPORT Graphic3d_Vec4 Serialize() const;
//! Performs comparison of two objects describing Fresnel factor.
bool operator== (const Graphic3d_Fresnel& theOther) const
{
return myFresnelType == theOther.myFresnelType
&& myFresnelData == theOther.myFresnelData;
}
protected:
//! Creates new Fresnel reflectance factor.
Graphic3d_Fresnel (Graphic3d_FresnelModel theType, const Graphic3d_Vec3& theData)
: myFresnelType (theType),
myFresnelData (theData)
{
//
}
private:
//! Type of Fresnel approximation.
Graphic3d_FresnelModel myFresnelType;
//! Serialized parameters of specific approximation.
Graphic3d_Vec3 myFresnelData;
};
//! Describes material's BSDF (Bidirectional Scattering Distribution Function) used
//! for physically-based rendering (in path tracing engine). BSDF is represented as
//! weighted mixture of basic BRDFs/BTDFs (Bidirectional Reflectance (Transmittance)
//! Distribution Functions).
class Graphic3d_BSDF
{
public:
//! Weight of the Lambertian BRDF.
Graphic3d_Vec3 Kd;
//! Weight of the reflection BRDF.
Graphic3d_Vec3 Kr;
//! Weight of the transmission BTDF.
Graphic3d_Vec3 Kt;
//! Weight of the Blinn's glossy BRDF.
Graphic3d_Vec3 Ks;
//! Self-emitted radiance.
Graphic3d_Vec3 Le;
//! Parameters of Fresnel reflectance.
Graphic3d_Fresnel Fresnel;
//! Roughness (exponent) of Blinn's BRDF.
Standard_ShortReal Roughness;
//! Absorption color of transparent media.
Graphic3d_Vec3 AbsorptionColor;
//! Absorption intensity of transparent media.
Standard_ShortReal AbsorptionCoeff;
public:
//! Creates BSDF describing diffuse (Lambertian) surface.
static Standard_EXPORT Graphic3d_BSDF CreateDiffuse (const Graphic3d_Vec3& theWeight);
//! Creates BSDF describing polished metallic-like surface.
static Standard_EXPORT Graphic3d_BSDF CreateMetallic (const Graphic3d_Vec3& theWeight,
const Graphic3d_Fresnel& theFresnel,
const Standard_ShortReal theRoughness);
//! Creates BSDF describing transparent object.
//! Transparent BSDF models simple transparency without
//! refraction (the ray passes straight through the surface).
static Standard_EXPORT Graphic3d_BSDF CreateTransparent (const Graphic3d_Vec3& theWeight,
const Graphic3d_Vec3& theAbsorptionColor,
const Standard_ShortReal theAbsorptionCoeff);
//! Creates BSDF describing glass-like object.
//! Glass-like BSDF mixes refraction and reflection effects at
//! grazing angles using physically-based Fresnel dielectric model.
static Standard_EXPORT Graphic3d_BSDF CreateGlass (const Graphic3d_Vec3& theWeight,
const Graphic3d_Vec3& theAbsorptionColor,
const Standard_ShortReal theAbsorptionCoeff,
const Standard_ShortReal theRefractionIndex);
public:
//! Creates uninitialized BSDF.
Graphic3d_BSDF()
{
Roughness = AbsorptionCoeff = 0.f;
}
//! Normalizes BSDF components.
Standard_EXPORT void Normalize();
//! Performs mixing of two BSDFs.
Graphic3d_BSDF& operator+ (const Graphic3d_BSDF& theOther)
{
Kd += theOther.Kd;
Kr += theOther.Kr;
Kt += theOther.Kt;
Ks += theOther.Ks;
Le += theOther.Le;
return *this;
}
//! Performs comparison of two BSDFs.
bool operator== (const Graphic3d_BSDF& theOther) const
{
return Kd == theOther.Kd
&& Kr == theOther.Kr
&& Kt == theOther.Kt
&& Ks == theOther.Ks
&& Le == theOther.Le
&& Fresnel == theOther.Fresnel
&& Roughness == theOther.Roughness
&& AbsorptionCoeff == theOther.AbsorptionCoeff
&& AbsorptionColor == theOther.AbsorptionColor;
}
};
#endif // _Graphic3d_BSDF_HeaderFile