Cleanup: Style fixes for closures, mainly bitflags and conditions.

This commit is contained in:
Thomas Dinges 2014-10-29 09:56:21 +01:00
parent 13ca9873c9
commit 6d1c0260bb
4 changed files with 34 additions and 35 deletions

@ -1,5 +1,5 @@
/*
* Copyright 2011-2013 Blender Foundation
* Copyright 2011-2014 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@ -33,24 +33,20 @@ CCL_NAMESPACE_BEGIN
ccl_device int bsdf_ashikhmin_shirley_setup(ShaderClosure *sc)
{
/* store roughness. could already convert to exponent to save some cycles
* in eval, but this is more consistent with other bsdfs and shader_blur. */
sc->data0 = clamp(sc->data0, 1e-4f, 1.0f);
sc->data1 = sc->data0;
sc->type = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL | SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
ccl_device int bsdf_ashikhmin_shirley_aniso_setup(ShaderClosure *sc)
{
/* store roughness. could already convert to exponent to save some cycles
* in eval, but this is more consistent with other bsdfs and shader_blur. */
sc->data0 = clamp(sc->data0, 1e-4f, 1.0f);
sc->data1 = clamp(sc->data1, 1e-4f, 1.0f);
sc->type = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL | SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
ccl_device void bsdf_ashikhmin_shirley_blur(ShaderClosure *sc, float roughness)
@ -73,7 +69,7 @@ ccl_device float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderClosure *sc, c
float out = 0.0f;
if (NdotI > 0.0f && NdotO > 0.0f) {
if(NdotI > 0.0f && NdotO > 0.0f) {
NdotI = fmaxf(NdotI, 1e-6f);
NdotO = fmaxf(NdotO, 1e-6f);
float3 H = normalize(omega_in + I);
@ -86,7 +82,8 @@ ccl_device float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderClosure *sc, c
float n_x = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data0);
float n_y = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data1);
if (n_x == n_y) { /* => isotropic case */
if(n_x == n_y) {
/* isotropic */
float e = n_x;
float lobe = powf(HdotN, e);
float norm = (n_x + 1.0f) / (8.0f * M_PI_F);
@ -94,7 +91,8 @@ ccl_device float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderClosure *sc, c
out = NdotO * norm * lobe * pump;
*pdf = norm * lobe / HdotI; /* this is p_h / 4(H.I) (conversion from 'wh measure' to 'wi measure', eq. 8 in paper) */
}
else { /* => ANisotropic case */
else {
/* anisotropic */
float3 X, Y;
make_orthonormals_tangent(N, sc->T, &X, &Y);
@ -130,7 +128,7 @@ ccl_device int bsdf_ashikhmin_shirley_sample(const ShaderClosure *sc, float3 Ng,
float3 N = sc->N;
float NdotI = dot(N, I);
if (NdotI > 0.0f) {
if(NdotI > 0.0f) {
float n_x = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data0);
float n_y = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data1);
@ -146,21 +144,23 @@ ccl_device int bsdf_ashikhmin_shirley_sample(const ShaderClosure *sc, float3 Ng,
/* sample spherical coords for h in tangent space */
float phi;
float cos_theta;
if (n_x == n_y) { /* => simple isotropic sampling */
if(n_x == n_y) {
/* isotropic sampling */
phi = M_2PI_F * randu;
cos_theta = powf(randv, 1.0f / (n_x + 1.0f));
}
else { /* => more complex anisotropic sampling */
if (randu < 0.25f) { /* first quadrant */
else {
/* anisotropic sampling */
if(randu < 0.25f) { /* first quadrant */
float remapped_randu = 4.0f * randu;
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
}
else if (randu < 0.5f) { /* second quadrant */
else if(randu < 0.5f) { /* second quadrant */
float remapped_randu = 4.0f * (.5f - randu);
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
phi = M_PI_F - phi;
}
else if (randu < 0.75f) { /* third quadrant */
else if(randu < 0.75f) { /* third quadrant */
float remapped_randu = 4.0f * (randu - 0.5f);
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
phi = M_PI_F + phi;
@ -185,13 +185,12 @@ ccl_device int bsdf_ashikhmin_shirley_sample(const ShaderClosure *sc, float3 Ng,
/* half vector to world space */
float3 H = h.x*X + h.y*Y + h.z*N;
float HdotI = dot(H, I);
if (HdotI < 0.0f) H = -H;
if(HdotI < 0.0f) H = -H;
/* reflect I on H to get omega_in */
*omega_in = -I + (2.0f * HdotI) * H;
/* leave the rest to eval_reflect */
/* (could maybe optimize a few things by manual inlining, but I doubt it would make much difference) */
*eval = bsdf_ashikhmin_shirley_eval_reflect(sc, I, *omega_in, pdf);
#ifdef __RAY_DIFFERENTIALS__
@ -201,7 +200,7 @@ ccl_device int bsdf_ashikhmin_shirley_sample(const ShaderClosure *sc, float3 Ng,
#endif
}
return LABEL_REFLECT | LABEL_GLOSSY;
return LABEL_REFLECT|LABEL_GLOSSY;
}

@ -41,9 +41,9 @@ ccl_device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const flo
float npos = pos * (float)(MAXCOLORS - 1);
int ipos = float_to_int(npos);
if (ipos < 0)
if(ipos < 0)
return colors[0];
if (ipos >= (MAXCOLORS - 1))
if(ipos >= (MAXCOLORS - 1))
return colors[MAXCOLORS - 1];
float offset = npos - (float)ipos;
return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset;
@ -52,7 +52,7 @@ ccl_device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const flo
ccl_device int bsdf_diffuse_ramp_setup(ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_DIFFUSE_RAMP_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device void bsdf_diffuse_ramp_blur(ShaderClosure *sc, float roughness)

@ -25,7 +25,7 @@ ccl_device float3 bsdf_oren_nayar_get_intensity(const ShaderClosure *sc, float3
float nv = max(dot(n, v), 0.0f);
float t = dot(l, v) - nl * nv;
if (t > 0.0f)
if(t > 0.0f)
t /= max(nl, nv) + FLT_MIN;
float is = nl * (sc->data0 + sc->data1 * t);
return make_float3(is, is, is);
@ -44,7 +44,7 @@ ccl_device int bsdf_oren_nayar_setup(ShaderClosure *sc)
sc->data0 = 1.0f * div;
sc->data1 = sigma * div;
return SD_BSDF | SD_BSDF_HAS_EVAL;
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness)
@ -53,7 +53,7 @@ ccl_device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness)
ccl_device float3 bsdf_oren_nayar_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
if (dot(sc->N, omega_in) > 0.0f) {
if(dot(sc->N, omega_in) > 0.0f) {
*pdf = 0.5f * M_1_PI_F;
return bsdf_oren_nayar_get_intensity(sc, sc->N, I, omega_in);
}
@ -72,7 +72,7 @@ ccl_device int bsdf_oren_nayar_sample(const ShaderClosure *sc, float3 Ng, float3
{
sample_uniform_hemisphere(sc->N, randu, randv, omega_in, pdf);
if (dot(Ng, *omega_in) > 0.0f) {
if(dot(Ng, *omega_in) > 0.0f) {
*eval = bsdf_oren_nayar_get_intensity(sc, sc->N, I, *omega_in);
#ifdef __RAY_DIFFERENTIALS__
@ -86,7 +86,7 @@ ccl_device int bsdf_oren_nayar_sample(const ShaderClosure *sc, float3 Ng, float3
*eval = make_float3(0.0f, 0.0f, 0.0f);
}
return LABEL_REFLECT | LABEL_DIFFUSE;
return LABEL_REFLECT|LABEL_DIFFUSE;
}

@ -41,9 +41,9 @@ ccl_device float3 bsdf_phong_ramp_get_color(const ShaderClosure *sc, const float
float npos = pos * (float)(MAXCOLORS - 1);
int ipos = float_to_int(npos);
if (ipos < 0)
if(ipos < 0)
return colors[0];
if (ipos >= (MAXCOLORS - 1))
if(ipos >= (MAXCOLORS - 1))
return colors[MAXCOLORS - 1];
float offset = npos - (float)ipos;
return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset;
@ -54,7 +54,7 @@ ccl_device int bsdf_phong_ramp_setup(ShaderClosure *sc)
sc->data0 = max(sc->data0, 0.0f);
sc->type = CLOSURE_BSDF_PHONG_RAMP_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL | SD_BSDF_GLOSSY;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
ccl_device void bsdf_phong_ramp_blur(ShaderClosure *sc, float roughness)
@ -67,11 +67,11 @@ ccl_device float3 bsdf_phong_ramp_eval_reflect(const ShaderClosure *sc, const fl
float cosNI = dot(sc->N, omega_in);
float cosNO = dot(sc->N, I);
if (cosNI > 0 && cosNO > 0) {
if(cosNI > 0 && cosNO > 0) {
// reflect the view vector
float3 R = (2 * cosNO) * sc->N - I;
float cosRI = dot(R, omega_in);
if (cosRI > 0) {
if(cosRI > 0) {
float cosp = powf(cosRI, m_exponent);
float common = 0.5f * M_1_PI_F * cosp;
float out = cosNI * (m_exponent + 2) * common;
@ -93,7 +93,7 @@ ccl_device int bsdf_phong_ramp_sample(const ShaderClosure *sc, const float3 colo
float cosNO = dot(sc->N, I);
float m_exponent = sc->data0;
if (cosNO > 0) {
if(cosNO > 0) {
// reflect the view vector
float3 R = (2 * cosNO) * sc->N - I;
@ -111,12 +111,12 @@ ccl_device int bsdf_phong_ramp_sample(const ShaderClosure *sc, const float3 colo
*omega_in = (cosf(phi) * sinTheta) * T +
(sinf(phi) * sinTheta) * B +
( cosTheta) * R;
if (dot(Ng, *omega_in) > 0.0f)
if(dot(Ng, *omega_in) > 0.0f)
{
// common terms for pdf and eval
float cosNI = dot(sc->N, *omega_in);
// make sure the direction we chose is still in the right hemisphere
if (cosNI > 0)
if(cosNI > 0)
{
float cosp = powf(cosTheta, m_exponent);
float common = 0.5f * M_1_PI_F * cosp;