blender/intern/cycles/kernel/svm/bsdf_diffuse.h
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

167 lines
5.4 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_DIFFUSE_H__
#define __BSDF_DIFFUSE_H__
CCL_NAMESPACE_BEGIN
/* DIFFUSE */
typedef struct BsdfDiffuseClosure {
//float3 m_N;
} BsdfDiffuseClosure;
__device void bsdf_diffuse_setup(ShaderData *sd, float3 N)
{
//BsdfDiffuseClosure *self = (BsdfDiffuseClosure*)sd->svm_closure_data;
//self->m_N = N;
sd->svm_closure = CLOSURE_BSDF_DIFFUSE_ID;
sd->flag |= SD_BSDF_HAS_EVAL;
}
__device void bsdf_diffuse_blur(ShaderData *sd, float roughness)
{
}
__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
//const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
*pdf = cos_pi;
return make_float3(cos_pi, cos_pi, cos_pi);
}
__device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float bsdf_diffuse_albedo(const ShaderData *sd, const float3 I)
{
return 1.0f;
}
__device int bsdf_diffuse_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
//const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// distribution over the hemisphere
sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
if(dot(sd->Ng, *omega_in) > 0.0f) {
*eval = make_float3(*pdf, *pdf, *pdf);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the diffuse 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;
*domega_in_dy *= 125;
#endif
}
else
*pdf = 0.0f;
return LABEL_REFLECT|LABEL_DIFFUSE;
}
/* TRANSLUCENT */
typedef struct BsdfTranslucentClosure {
//float3 m_N;
} BsdfTranslucentClosure;
__device void bsdf_translucent_setup(ShaderData *sd, float3 N)
{
//BsdfTranslucentClosure *self = (BsdfTranslucentClosure*)sd->svm_closure_data;
//self->m_N = N;
sd->svm_closure = CLOSURE_BSDF_TRANSLUCENT_ID;
sd->flag |= SD_BSDF_HAS_EVAL;
}
__device void bsdf_translucent_blur(ShaderData *sd, float roughness)
{
}
__device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
//const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
*pdf = cos_pi;
return make_float3 (cos_pi, cos_pi, cos_pi);
}
__device float bsdf_translucent_albedo(const ShaderData *sd, const float3 I)
{
return 1.0f;
}
__device int bsdf_translucent_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
//const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// we are viewing the surface from the right side - send a ray out with cosine
// distribution over the hemisphere
sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf);
if(dot(sd->Ng, *omega_in) < 0) {
*eval = make_float3(*pdf, *pdf, *pdf);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the diffuse 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;
*domega_in_dy *= -125;
#endif
} else
*pdf = 0;
return LABEL_TRANSMIT|LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
#endif /* __BSDF_DIFFUSE_H__ */