blender/intern/cycles/kernel/svm/bsdf.h

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/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __OSL_BSDF_H__
#define __OSL_BSDF_H__
CCL_NAMESPACE_BEGIN
__device float fresnel_dielectric(float eta, const float3 N,
const float3 I, float3 *R, float3 *T,
#ifdef __RAY_DIFFERENTIALS__
const float3 dIdx, const float3 dIdy,
float3 *dRdx, float3 *dRdy,
float3 *dTdx, float3 *dTdy,
#endif
bool *is_inside)
{
float cos = dot(N, I), neta;
float3 Nn;
// compute reflection
*R =(2 * cos)* N - I;
#ifdef __RAY_DIFFERENTIALS__
*dRdx = (2 * dot(N, dIdx)) * N - dIdx;
*dRdy = (2 * dot(N, dIdy)) * N - dIdy;
#endif
// check which side of the surface we are on
if(cos > 0) {
// we are on the outside of the surface, going in
neta = 1 / eta;
Nn = N;
*is_inside = false;
} else {
// we are inside the surface,
cos = -cos;
neta = eta;
Nn = -N;
*is_inside = true;
}
*R =(2 * cos)* Nn - I;
float arg = 1 -(neta * neta *(1 -(cos * cos)));
if(arg < 0) {
*T= make_float3(0.0f, 0.0f, 0.0f);
#ifdef __RAY_DIFFERENTIALS__
*dTdx= make_float3(0.0f, 0.0f, 0.0f);
*dTdy= make_float3(0.0f, 0.0f, 0.0f);
#endif
return 1; // total internal reflection
} else {
float dnp = sqrtf(arg);
float nK =(neta * cos)- dnp;
*T = -(neta * I)+(nK * Nn);
#ifdef __RAY_DIFFERENTIALS__
*dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn;
*dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn;
#endif
// compute Fresnel terms
float cosTheta1 = cos; // N.R
float cosTheta2 = -dot(Nn, *T);
float pPara =(cosTheta1 - eta * cosTheta2)/(cosTheta1 + eta * cosTheta2);
float pPerp =(eta * cosTheta1 - cosTheta2)/(eta * cosTheta1 + cosTheta2);
return 0.5f * (pPara * pPara + pPerp * pPerp);
}
}
__device float fresnel_dielectric_cos(float cosi, float eta)
{
// compute fresnel reflectance without explicitly computing
// the refracted direction
float c = fabsf(cosi);
float g = eta * eta - 1 + c * c;
if(g > 0) {
g = sqrtf(g);
float A =(g - c)/(g + c);
float B =(c *(g + c)- 1)/(c *(g - c)+ 1);
return 0.5f * A * A *(1 + B * B);
}
return 1.0f; // TIR(no refracted component)
}
__device float fresnel_conductor(float cosi, float eta, float k)
{
float tmp_f = eta * eta + k * k;
float tmp = tmp_f * cosi * cosi;
float Rparl2 =(tmp -(2.0f * eta * cosi)+ 1)/
(tmp +(2.0f * eta * cosi)+ 1);
float Rperp2 =(tmp_f -(2.0f * eta * cosi)+ cosi * cosi)/
(tmp_f +(2.0f * eta * cosi)+ cosi * cosi);
return(Rparl2 + Rperp2) * 0.5f;
}
__device float smooth_step(float edge0, float edge1, float x)
{
float result;
if(x < edge0) result = 0.0f;
else if(x >= edge1) result = 1.0f;
else {
float t = (x - edge0)/(edge1 - edge0);
result = (3.0f-2.0f*t)*(t*t);
}
return result;
}
CCL_NAMESPACE_END
#endif /* __OSL_BSDF_H__ */