forked from bartvdbraak/blender
Brecht Van Lommel
9b6ed3a42b
Reviewed By: dingto, sergey Differential Revision: https://developer.blender.org/D2127
221 lines
6.8 KiB
C
221 lines
6.8 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_TOON_H__
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#define __BSDF_TOON_H__
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CCL_NAMESPACE_BEGIN
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typedef ccl_addr_space struct ToonBsdf {
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SHADER_CLOSURE_BASE;
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float3 N;
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float size;
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float smooth;
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} ToonBsdf;
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/* DIFFUSE TOON */
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ccl_device int bsdf_diffuse_toon_setup(ToonBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
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bsdf->size = saturate(bsdf->size);
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bsdf->smooth = saturate(bsdf->smooth);
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device bool bsdf_toon_merge(const ShaderClosure *a, const ShaderClosure *b)
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{
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const ToonBsdf *bsdf_a = (const ToonBsdf*)a;
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const ToonBsdf *bsdf_b = (const ToonBsdf*)b;
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return (isequal_float3(bsdf_a->N, bsdf_b->N)) &&
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(bsdf_a->size == bsdf_b->size) &&
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(bsdf_a->smooth == bsdf_b->smooth);
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}
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ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
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{
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float is;
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if(angle < max_angle)
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is = 1.0f;
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else if(angle < (max_angle + smooth) && smooth != 0.0f)
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is = (1.0f - (angle - max_angle)/smooth);
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else
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is = 0.0f;
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return make_float3(is, is, is);
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}
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ccl_device float bsdf_toon_get_sample_angle(float max_angle, float smooth)
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{
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return fminf(max_angle + smooth, M_PI_2_F);
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}
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ccl_device float3 bsdf_diffuse_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float angle = safe_acosf(fmaxf(dot(bsdf->N, omega_in), 0.0f));
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float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
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if(eval.x > 0.0f) {
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
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return *pdf * eval;
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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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ccl_device float3 bsdf_diffuse_toon_eval_transmit(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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ccl_device int bsdf_diffuse_toon_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)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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float angle = sample_angle*randu;
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if(sample_angle > 0.0f) {
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sample_uniform_cone(bsdf->N, sample_angle, randu, randv, omega_in, pdf);
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if(dot(Ng, *omega_in) > 0.0f) {
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*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the bounce
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*domega_in_dx = (2.0f * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
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*domega_in_dy = (2.0f * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
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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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}
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return LABEL_REFLECT | LABEL_DIFFUSE;
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}
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/* GLOSSY TOON */
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ccl_device int bsdf_glossy_toon_setup(ToonBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
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bsdf->size = saturate(bsdf->size);
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bsdf->smooth = saturate(bsdf->smooth);
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return SD_BSDF|SD_BSDF_HAS_EVAL;
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}
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ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float cosNI = dot(bsdf->N, omega_in);
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float cosNO = dot(bsdf->N, I);
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if(cosNI > 0 && cosNO > 0) {
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/* reflect the view vector */
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float3 R = (2 * cosNO) * bsdf->N - I;
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float cosRI = dot(R, omega_in);
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float angle = safe_acosf(fmaxf(cosRI, 0.0f));
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float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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*pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
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return *pdf * eval;
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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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ccl_device float3 bsdf_glossy_toon_eval_transmit(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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ccl_device int bsdf_glossy_toon_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)
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{
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const ToonBsdf *bsdf = (const ToonBsdf*)sc;
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float max_angle = bsdf->size*M_PI_2_F;
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float smooth = bsdf->smooth*M_PI_2_F;
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float cosNO = dot(bsdf->N, I);
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if(cosNO > 0) {
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/* reflect the view vector */
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float3 R = (2 * cosNO) * bsdf->N - I;
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float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
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float angle = sample_angle*randu;
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sample_uniform_cone(R, sample_angle, randu, randv, omega_in, pdf);
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if(dot(Ng, *omega_in) > 0.0f) {
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float cosNI = dot(bsdf->N, *omega_in);
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/* make sure the direction we chose is still in the right hemisphere */
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if(cosNI > 0) {
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*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = (2 * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
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*domega_in_dy = (2 * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
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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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}
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else
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*pdf = 0.0f;
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}
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return LABEL_GLOSSY | LABEL_REFLECT;
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}
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CCL_NAMESPACE_END
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#endif /* __BSDF_TOON_H__ */
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