blender/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h
Thomas Dinges 49115b4dd3 Cycles:
* Use float_to_int() functions in a few more places.
2013-06-09 15:09:15 +00:00

97 lines
3.5 KiB
C

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2012, 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_RAMP_H__
#define __BSDF_DIFFUSE_RAMP_H__
CCL_NAMESPACE_BEGIN
__device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const float3 colors[8], float pos)
{
int MAXCOLORS = 8;
float npos = pos * (float)(MAXCOLORS - 1);
int ipos = float_to_int(npos);
if (ipos >= (MAXCOLORS - 1))
return colors[MAXCOLORS - 1];
float offset = npos - (float)ipos;
return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset;
}
__device int bsdf_diffuse_ramp_setup(ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_DIFFUSE_RAMP_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
__device void bsdf_diffuse_ramp_blur(ShaderClosure *sc, float roughness)
{
}
__device float3 bsdf_diffuse_ramp_eval_reflect(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
{
float3 N = sc->N;
float cos_pi = fmaxf(dot(N, omega_in), 0.0f);
*pdf = cos_pi * M_1_PI_F;
return bsdf_diffuse_ramp_get_color(sc, colors, cos_pi) * M_1_PI_F;
}
__device float3 bsdf_diffuse_ramp_eval_transmit(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__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)
{
float3 N = sc->N;
// distribution over the hemisphere
sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
if(dot(Ng, *omega_in) > 0.0f) {
*eval = bsdf_diffuse_ramp_get_color(sc, colors, *pdf * M_PI_F) * M_1_PI_F;
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
#endif
}
else
*pdf = 0.0f;
return LABEL_REFLECT|LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
#endif /* __BSDF_DIFFUSE_RAMP_H__ */