Cycles: Remove Westin closure.

Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
This commit is contained in:
Thomas Dinges 2014-10-03 16:03:49 +02:00
parent 8f36d260d3
commit 4b2fadeaba
8 changed files with 0 additions and 243 deletions

@ -61,7 +61,6 @@ set(SRC_CLOSURE_HEADERS
closure/bsdf_transparent.h
closure/bsdf_util.h
closure/bsdf_ashikhmin_shirley.h
closure/bsdf_westin.h
closure/bsdf_hair.h
closure/bssrdf.h
closure/emissive.h

@ -24,7 +24,6 @@
#include "../closure/bsdf_refraction.h"
#include "../closure/bsdf_transparent.h"
#include "../closure/bsdf_ashikhmin_shirley.h"
#include "../closure/bsdf_westin.h"
#include "../closure/bsdf_toon.h"
#include "../closure/bsdf_hair.h"
#ifdef __SUBSURFACE__
@ -109,14 +108,6 @@ ccl_device int bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const Shader
label = bsdf_glossy_toon_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
label = bsdf_westin_backscatter_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
label = bsdf_westin_sheen_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
label = bsdf_hair_reflection_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
@ -199,12 +190,6 @@ ccl_device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const Shade
case CLOSURE_BSDF_GLOSSY_TOON_ID:
eval = bsdf_glossy_toon_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
eval = bsdf_westin_backscatter_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
eval = bsdf_westin_sheen_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
eval = bsdf_hair_reflection_eval_reflect(sc, sd->I, omega_in, pdf);
break;
@ -267,12 +252,6 @@ ccl_device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const Shade
case CLOSURE_BSDF_GLOSSY_TOON_ID:
eval = bsdf_glossy_toon_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
eval = bsdf_westin_backscatter_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
eval = bsdf_westin_sheen_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
eval = bsdf_hair_reflection_eval_transmit(sc, sd->I, omega_in, pdf);
break;
@ -353,12 +332,6 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
case CLOSURE_BSDF_GLOSSY_TOON_ID:
bsdf_glossy_toon_blur(sc, roughness);
break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
bsdf_westin_backscatter_blur(sc, roughness);
break;
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
bsdf_westin_sheen_blur(sc, roughness);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
bsdf_hair_reflection_blur(sc, roughness);

@ -1,180 +0,0 @@
/*
* 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_WESTIN_H__
#define __BSDF_WESTIN_H__
CCL_NAMESPACE_BEGIN
/* WESTIN BACKSCATTER */
ccl_device int bsdf_westin_backscatter_setup(ShaderClosure *sc)
{
float roughness = sc->data0;
roughness = clamp(roughness, 1e-5f, 1.0f);
float m_invroughness = 1.0f/roughness;
sc->type = CLOSURE_BSDF_WESTIN_BACKSCATTER_ID;
sc->data0 = m_invroughness;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
ccl_device void bsdf_westin_backscatter_blur(ShaderClosure *sc, float roughness)
{
float m_invroughness = sc->data0;
m_invroughness = min(1.0f/roughness, m_invroughness);
sc->data0 = m_invroughness;
}
ccl_device float3 bsdf_westin_backscatter_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float m_invroughness = sc->data0;
float3 N = sc->N;
// pdf is implicitly 0 (no indirect sampling)
float cosNO = dot(N, I);
float cosNI = dot(N, omega_in);
if(cosNO > 0 && cosNI > 0) {
float cosine = dot(I, omega_in);
*pdf = cosine > 0 ? (m_invroughness + 1) * powf(cosine, m_invroughness) : 0;
*pdf *= 0.5f * M_1_PI_F;
return make_float3 (*pdf, *pdf, *pdf);
}
return make_float3 (0, 0, 0);
}
ccl_device float3 bsdf_westin_backscatter_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device int bsdf_westin_backscatter_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_invroughness = sc->data0;
float3 N = sc->N;
float cosNO = dot(N, I);
if(cosNO > 0) {
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = dIdx;
*domega_in_dy = dIdy;
#endif
float3 T, B;
make_orthonormals (I, &T, &B);
float phi = M_2PI_F * randu;
float cosTheta = powf(randv, 1 / (m_invroughness + 1));
float sinTheta2 = 1 - cosTheta * cosTheta;
float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0;
*omega_in = (cosf(phi) * sinTheta) * T +
(sinf(phi) * sinTheta) * B +
(cosTheta) * I;
if(dot(Ng, *omega_in) > 0) {
// common terms for pdf and eval
float cosNI = dot(N, *omega_in);
// make sure the direction we chose is still in the right hemisphere
if(cosNI > 0)
{
*pdf = 0.5f * M_1_PI_F * powf(cosTheta, m_invroughness);
*pdf = (m_invroughness + 1) * (*pdf);
*eval = make_float3(*pdf, *pdf, *pdf);
}
}
}
return LABEL_REFLECT|LABEL_GLOSSY;
}
/* WESTIN SHEEN */
ccl_device int bsdf_westin_sheen_setup(ShaderClosure *sc)
{
/* float edginess = sc->data0; */
sc->type = CLOSURE_BSDF_WESTIN_SHEEN_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
ccl_device void bsdf_westin_sheen_blur(ShaderClosure *sc, float roughness)
{
}
ccl_device float3 bsdf_westin_sheen_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float m_edginess = sc->data0;
float3 N = sc->N;
// pdf is implicitly 0 (no indirect sampling)
float cosNO = dot(N, I);
float cosNI = dot(N, omega_in);
if(cosNO > 0 && cosNI > 0) {
float sinNO2 = 1 - cosNO * cosNO;
*pdf = cosNI * M_1_PI_F;
float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * (*pdf) : 0;
return make_float3 (westin, westin, westin);
}
return make_float3 (0, 0, 0);
}
ccl_device float3 bsdf_westin_sheen_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device int bsdf_westin_sheen_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_edginess = sc->data0;
float3 N = sc->N;
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
if(dot(Ng, *omega_in) > 0) {
// TODO: account for sheen when sampling
float cosNO = dot(N, I);
float sinNO2 = 1 - cosNO * cosNO;
float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * (*pdf) : 0;
*eval = make_float3(westin, westin, westin);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the diffuse bounce
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
#endif
}
else {
pdf = 0;
}
return LABEL_REFLECT|LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
#endif /* __BSDF_WESTIN_H__ */

@ -54,7 +54,6 @@
#include "closure/bsdf_refraction.h"
#include "closure/bsdf_transparent.h"
#include "closure/bsdf_ashikhmin_shirley.h"
#include "closure/bsdf_westin.h"
#include "closure/bsdf_toon.h"
#include "closure/bsdf_hair.h"
#include "closure/volume.h"
@ -87,16 +86,6 @@ BSDF_CLOSURE_CLASS_BEGIN(Refraction, refraction, refraction, LABEL_SINGULAR)
CLOSURE_FLOAT_PARAM(RefractionClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(Refraction, refraction)
BSDF_CLOSURE_CLASS_BEGIN(WestinBackscatter, westin_backscatter, westin_backscatter, LABEL_GLOSSY)
CLOSURE_FLOAT3_PARAM(WestinBackscatterClosure, sc.N),
CLOSURE_FLOAT_PARAM(WestinBackscatterClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(WestinBackscatter, westin_backscatter)
BSDF_CLOSURE_CLASS_BEGIN(WestinSheen, westin_sheen, westin_sheen, LABEL_DIFFUSE)
CLOSURE_FLOAT3_PARAM(WestinSheenClosure, sc.N),
CLOSURE_FLOAT_PARAM(WestinSheenClosure, sc.data0),
BSDF_CLOSURE_CLASS_END(WestinSheen, westin_sheen)
BSDF_CLOSURE_CLASS_BEGIN(Transparent, transparent, transparent, LABEL_SINGULAR)
BSDF_CLOSURE_CLASS_END(Transparent, transparent)
@ -244,10 +233,6 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
bsdf_diffuse_toon_params(), bsdf_diffuse_toon_prepare);
register_closure(ss, "glossy_toon", id++,
bsdf_glossy_toon_params(), bsdf_glossy_toon_prepare);
register_closure(ss, "westin_backscatter", id++,
bsdf_westin_backscatter_params(), bsdf_westin_backscatter_prepare);
register_closure(ss, "westin_sheen", id++,
bsdf_westin_sheen_params(), bsdf_westin_sheen_prepare);
register_closure(ss, "emission", id++,
closure_emission_params(), closure_emission_prepare);

@ -48,8 +48,6 @@ OSL::ClosureParam *closure_holdout_params();
OSL::ClosureParam *closure_ambient_occlusion_params();
OSL::ClosureParam *closure_bsdf_diffuse_ramp_params();
OSL::ClosureParam *closure_bsdf_phong_ramp_params();
OSL::ClosureParam *closure_westin_backscatter_params();
OSL::ClosureParam *closure_westin_sheen_params();
OSL::ClosureParam *closure_bssrdf_cubic_params();
OSL::ClosureParam *closure_bssrdf_gaussian_params();
OSL::ClosureParam *closure_henyey_greenstein_volume_params();
@ -60,8 +58,6 @@ void closure_holdout_prepare(OSL::RendererServices *, int id, void *data);
void closure_ambient_occlusion_prepare(OSL::RendererServices *, int id, void *data);
void closure_bsdf_diffuse_ramp_prepare(OSL::RendererServices *, int id, void *data);
void closure_bsdf_phong_ramp_prepare(OSL::RendererServices *, int id, void *data);
void closure_westin_backscatter_prepare(OSL::RendererServices *, int id, void *data);
void closure_westin_sheen_prepare(OSL::RendererServices *, int id, void *data);
void closure_bssrdf_cubic_prepare(OSL::RendererServices *, int id, void *data);
void closure_bssrdf_gaussian_prepare(OSL::RendererServices *, int id, void *data);
void closure_henyey_greenstein_volume_prepare(OSL::RendererServices *, int id, void *data);

@ -476,8 +476,6 @@ closure color diffuse_ramp(normal N, color colors[8]) BUILTIN;
closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN;
closure color diffuse_toon(normal N, float size, float smooth) BUILTIN;
closure color glossy_toon(normal N, float size, float smooth) BUILTIN;
closure color westin_backscatter(normal N, float roughness) BUILTIN;
closure color westin_sheen(normal N, float edginess) BUILTIN;
closure color translucent(normal N) BUILTIN;
closure color reflection(normal N) BUILTIN;
closure color refraction(normal N, float eta) BUILTIN;

@ -348,7 +348,6 @@ typedef enum ClosureType {
/* Diffuse */
CLOSURE_BSDF_DIFFUSE_ID,
CLOSURE_BSDF_OREN_NAYAR_ID,
CLOSURE_BSDF_WESTIN_SHEEN_ID,
CLOSURE_BSDF_DIFFUSE_RAMP_ID,
CLOSURE_BSDF_DIFFUSE_TOON_ID,
@ -362,7 +361,6 @@ typedef enum ClosureType {
CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID,
CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID,
CLOSURE_BSDF_ASHIKHMIN_VELVET_ID,
CLOSURE_BSDF_WESTIN_BACKSCATTER_ID,
CLOSURE_BSDF_PHONG_RAMP_ID,
CLOSURE_BSDF_GLOSSY_TOON_ID,
CLOSURE_BSDF_HAIR_REFLECTION_ID,

@ -1,12 +0,0 @@
shader node_westin_bsdf(
color Color = 0.8,
float Roughness = 0.5,
float Edginess = 0.2,
normal Normal = N,
output closure color Sheen = 0,
output closure color Backscatter = 0)
{
Sheen = Color * westin_sheen(Normal, Roughness);
Backscatter = Color * westin_backscatter(Normal, Edginess);
}