blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
Brecht Van Lommel ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00

153 lines
5.1 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 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_ASHIKHMIN_VELVET_H__
#define __BSDF_ASHIKHMIN_VELVET_H__
CCL_NAMESPACE_BEGIN
typedef struct BsdfAshikhminVelvetClosure {
//float3 m_N;
float m_invsigma2;
} BsdfAshikhminVelvetClosure;
__device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, ShaderClosure *sc, float sigma)
{
sigma = fmaxf(sigma, 0.01f);
float m_invsigma2 = 1.0f/(sigma * sigma);
sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
sc->data0 = m_invsigma2;
}
__device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness)
{
}
__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float m_invsigma2 = sc->data0;
float3 m_N = sd->N;
float cosNO = dot(m_N, I);
float cosNI = dot(m_N, omega_in);
if(cosNO > 0 && cosNI > 0) {
float3 H = normalize(omega_in + I);
float cosNH = dot(m_N, H);
float cosHO = fabsf(dot(I, H));
float cosNHdivHO = cosNH / cosHO;
cosNHdivHO = fmaxf(cosNHdivHO, 0.00001f);
float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
float sinNH2 = 1 - cosNH * cosNH;
float sinNH4 = sinNH2 * sinNH2;
float cotangent2 = (cosNH * cosNH) / sinNH2;
float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically
float out = 0.25f * (D * G) / cosNO;
*pdf = 0.5f * M_1_PI_F;
return make_float3(out, out, out);
}
return make_float3(0, 0, 0);
}
__device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
{
return 1.0f;
}
__device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
float m_invsigma2 = sc->data0;
float3 m_N = sd->N;
// we are viewing the surface from above - send a ray out with uniform
// distribution over the hemisphere
sample_uniform_hemisphere(m_N, randu, randv, omega_in, pdf);
if(dot(sd->Ng, *omega_in) > 0) {
float3 H = normalize(*omega_in + sd->I);
float cosNI = dot(m_N, *omega_in);
float cosNO = dot(m_N, sd->I);
float cosNH = dot(m_N, H);
float cosHO = fabsf(dot(sd->I, H));
float cosNHdivHO = cosNH / cosHO;
cosNHdivHO = fmaxf(cosNHdivHO, 0.00001f);
float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
float sinNH2 = 1 - cosNH * cosNH;
float sinNH4 = sinNH2 * sinNH2;
float cotangent2 = (cosNH * cosNH) / sinNH2;
float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically
float power = 0.25f * (D * G) / cosNO;
*eval = make_float3(power, power, power);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the retroreflective bounce
*domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
*domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
*domega_in_dx *= 125.0f;
*domega_in_dy *= 125.0f;
#endif
} else
*pdf = 0.0f;
return LABEL_REFLECT|LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
#endif /* __BSDF_ASHIKHMIN_VELVET_H__ */