forked from bartvdbraak/blender
Brecht Van Lommel
c18712e868
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values are reserved for compilers. I apologize to anyone who has patches or branches and has to go through the pain of merging this change, it may be easiest to do these same replacements in your code and then apply/merge the patch. Ref T37477.
96 lines
2.6 KiB
C
96 lines
2.6 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#ifndef __BSDF_OREN_NAYAR_H__
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#define __BSDF_OREN_NAYAR_H__
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CCL_NAMESPACE_BEGIN
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ccl_device float3 bsdf_oren_nayar_get_intensity(const ShaderClosure *sc, float3 n, float3 v, float3 l)
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{
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float nl = max(dot(n, l), 0.0f);
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float nv = max(dot(n, v), 0.0f);
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float t = dot(l, v) - nl * nv;
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if (t > 0.0f)
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t /= max(nl, nv) + FLT_MIN;
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float is = nl * (sc->data0 + sc->data1 * t);
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return make_float3(is, is, is);
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}
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ccl_device int bsdf_oren_nayar_setup(ShaderClosure *sc)
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{
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float sigma = sc->data0;
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sc->type = CLOSURE_BSDF_OREN_NAYAR_ID;
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sigma = clamp(sigma, 0.0f, 1.0f);
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float div = 1.0f / (M_PI_F + ((3.0f * M_PI_F - 4.0f) / 6.0f) * sigma);
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sc->data0 = 1.0f * div;
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sc->data1 = sigma * div;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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ccl_device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness)
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{
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}
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ccl_device float3 bsdf_oren_nayar_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
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{
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if (dot(sc->N, omega_in) > 0.0f) {
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*pdf = 0.5f * M_1_PI_F;
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return bsdf_oren_nayar_get_intensity(sc, sc->N, I, omega_in);
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}
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else {
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*pdf = 0.0f;
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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ccl_device float3 bsdf_oren_nayar_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_oren_nayar_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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sample_uniform_hemisphere(sc->N, randu, randv, omega_in, pdf);
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if (dot(Ng, *omega_in) > 0.0f) {
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*eval = bsdf_oren_nayar_get_intensity(sc, sc->N, I, *omega_in);
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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(sc->N, dIdx)) * sc->N - dIdx;
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*domega_in_dy = (2.0f * dot(sc->N, dIdy)) * sc->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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*eval = make_float3(0.0f, 0.0f, 0.0f);
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}
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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_OREN_NAYAR_H__ */
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