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