ebc653463d
* Fix missing update when editing objects with emission materials. * Fix preview pass rendering set to 1 not showing full resolution. * Fix CUDA runtime compiling failing due to missing cache directory. * Use settings from first render layer for visibility and material override. And a bunch of incomplete and still disabled code mostly related to closure sampling.
157 lines
5.1 KiB
C
157 lines
5.1 KiB
C
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __BSDF_DIFFUSE_H__
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#define __BSDF_DIFFUSE_H__
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CCL_NAMESPACE_BEGIN
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/* DIFFUSE */
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typedef struct BsdfDiffuseClosure {
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//float3 m_N;
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} BsdfDiffuseClosure;
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__device void bsdf_diffuse_setup(ShaderData *sd, ShaderClosure *sc)
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{
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sc->type = CLOSURE_BSDF_DIFFUSE_ID;
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sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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__device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness)
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{
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}
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__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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float3 m_N = sd->N;
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float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
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*pdf = cos_pi;
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return make_float3(cos_pi, cos_pi, cos_pi);
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}
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__device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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__device float bsdf_diffuse_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
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{
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return 1.0f;
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}
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__device int bsdf_diffuse_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
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{
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float3 m_N = sd->N;
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// distribution over the hemisphere
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sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
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if(dot(sd->Ng, *omega_in) > 0.0f) {
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*eval = make_float3(*pdf, *pdf, *pdf);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the diffuse bounce
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*domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
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*domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
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*domega_in_dx *= 125.0f;
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*domega_in_dy *= 125.0f;
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#endif
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}
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else
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*pdf = 0.0f;
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return LABEL_REFLECT|LABEL_DIFFUSE;
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}
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/* TRANSLUCENT */
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typedef struct BsdfTranslucentClosure {
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//float3 m_N;
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} BsdfTranslucentClosure;
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__device void bsdf_translucent_setup(ShaderData *sd, ShaderClosure *sc)
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{
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sc->type = CLOSURE_BSDF_TRANSLUCENT_ID;
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sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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__device void bsdf_translucent_blur(ShaderClosure *sc, float roughness)
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{
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}
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__device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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float3 m_N = sd->N;
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float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
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*pdf = cos_pi;
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return make_float3 (cos_pi, cos_pi, cos_pi);
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}
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__device float bsdf_translucent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
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{
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return 1.0f;
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}
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__device int bsdf_translucent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
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{
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float3 m_N = sd->N;
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// we are viewing the surface from the right side - send a ray out with cosine
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// distribution over the hemisphere
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sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf);
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if(dot(sd->Ng, *omega_in) < 0) {
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*eval = make_float3(*pdf, *pdf, *pdf);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the diffuse bounce
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*domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
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*domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
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*domega_in_dx *= -125.0f;
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*domega_in_dy *= -125.0f;
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#endif
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} else
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*pdf = 0;
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return LABEL_TRANSMIT|LABEL_DIFFUSE;
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}
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CCL_NAMESPACE_END
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#endif /* __BSDF_DIFFUSE_H__ */
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