forked from bartvdbraak/blender
49115b4dd3
* Use float_to_int() functions in a few more places.
97 lines
3.5 KiB
C
97 lines
3.5 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 2012, 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_DIFFUSE_RAMP_H__
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#define __BSDF_DIFFUSE_RAMP_H__
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CCL_NAMESPACE_BEGIN
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__device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const float3 colors[8], float pos)
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{
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int MAXCOLORS = 8;
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float npos = pos * (float)(MAXCOLORS - 1);
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int ipos = float_to_int(npos);
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if (ipos >= (MAXCOLORS - 1))
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return colors[MAXCOLORS - 1];
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float offset = npos - (float)ipos;
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return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset;
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}
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__device int bsdf_diffuse_ramp_setup(ShaderClosure *sc)
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{
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sc->type = CLOSURE_BSDF_DIFFUSE_RAMP_ID;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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__device void bsdf_diffuse_ramp_blur(ShaderClosure *sc, float roughness)
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{
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}
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__device float3 bsdf_diffuse_ramp_eval_reflect(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
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{
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float3 N = sc->N;
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float cos_pi = fmaxf(dot(N, omega_in), 0.0f);
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*pdf = cos_pi * M_1_PI_F;
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return bsdf_diffuse_ramp_get_color(sc, colors, cos_pi) * M_1_PI_F;
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}
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__device float3 bsdf_diffuse_ramp_eval_transmit(const ShaderClosure *sc, const float3 colors[8], 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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__device int bsdf_diffuse_ramp_sample(const ShaderClosure *sc, const float3 colors[8], 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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float3 N = sc->N;
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// distribution over the hemisphere
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sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
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if(dot(Ng, *omega_in) > 0.0f) {
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*eval = bsdf_diffuse_ramp_get_color(sc, colors, *pdf * M_PI_F) * M_1_PI_F;
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#ifdef __RAY_DIFFERENTIALS__
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*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
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*domega_in_dy = (2 * dot(N, dIdy)) * 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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return LABEL_REFLECT|LABEL_DIFFUSE;
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}
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CCL_NAMESPACE_END
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#endif /* __BSDF_DIFFUSE_RAMP_H__ */
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