2011-04-27 11:58:34 +00:00
|
|
|
/*
|
|
|
|
* 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 __BSDF_DIFFUSE_H__
|
|
|
|
#define __BSDF_DIFFUSE_H__
|
|
|
|
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
|
|
|
|
/* DIFFUSE */
|
|
|
|
|
|
|
|
typedef struct BsdfDiffuseClosure {
|
|
|
|
//float3 m_N;
|
|
|
|
} BsdfDiffuseClosure;
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device void bsdf_diffuse_setup(ShaderData *sd, ShaderClosure *sc)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2011-09-12 13:13:56 +00:00
|
|
|
sc->type = CLOSURE_BSDF_DIFFUSE_ID;
|
2011-08-28 13:55:59 +00:00
|
|
|
sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
float3 m_N = sd->N;
|
|
|
|
|
|
|
|
float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
|
|
|
|
*pdf = cos_pi;
|
|
|
|
return make_float3(cos_pi, cos_pi, cos_pi);
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device float bsdf_diffuse_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
return 1.0f;
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__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)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
float3 m_N = sd->N;
|
|
|
|
|
|
|
|
// distribution over the hemisphere
|
|
|
|
sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
|
|
|
|
|
|
|
|
if(dot(sd->Ng, *omega_in) > 0.0f) {
|
|
|
|
*eval = make_float3(*pdf, *pdf, *pdf);
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
|
|
// TODO: find a better approximation for the diffuse bounce
|
|
|
|
*domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
|
|
|
|
*domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
|
2011-05-20 12:26:01 +00:00
|
|
|
*domega_in_dx *= 125.0f;
|
|
|
|
*domega_in_dy *= 125.0f;
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
else
|
|
|
|
*pdf = 0.0f;
|
|
|
|
|
|
|
|
return LABEL_REFLECT|LABEL_DIFFUSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* TRANSLUCENT */
|
|
|
|
|
|
|
|
typedef struct BsdfTranslucentClosure {
|
|
|
|
//float3 m_N;
|
|
|
|
} BsdfTranslucentClosure;
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device void bsdf_translucent_setup(ShaderData *sd, ShaderClosure *sc)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2011-09-12 13:13:56 +00:00
|
|
|
sc->type = CLOSURE_BSDF_TRANSLUCENT_ID;
|
2011-08-28 13:55:59 +00:00
|
|
|
sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device void bsdf_translucent_blur(ShaderClosure *sc, float roughness)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
float3 m_N = sd->N;
|
|
|
|
|
|
|
|
float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
|
|
|
|
*pdf = cos_pi;
|
|
|
|
return make_float3 (cos_pi, cos_pi, cos_pi);
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__device float bsdf_translucent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
return 1.0f;
|
|
|
|
}
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
__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)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
float3 m_N = sd->N;
|
|
|
|
|
|
|
|
// we are viewing the surface from the right side - send a ray out with cosine
|
|
|
|
// distribution over the hemisphere
|
|
|
|
sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf);
|
|
|
|
if(dot(sd->Ng, *omega_in) < 0) {
|
|
|
|
*eval = make_float3(*pdf, *pdf, *pdf);
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
|
|
// TODO: find a better approximation for the diffuse bounce
|
|
|
|
*domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
|
|
|
|
*domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
|
2011-05-20 12:26:01 +00:00
|
|
|
*domega_in_dx *= -125.0f;
|
|
|
|
*domega_in_dy *= -125.0f;
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
|
|
|
} else
|
|
|
|
*pdf = 0;
|
|
|
|
|
|
|
|
return LABEL_TRANSMIT|LABEL_DIFFUSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
|
|
|
|
#endif /* __BSDF_DIFFUSE_H__ */
|
|
|
|
|