blender/intern/cycles/kernel/svm/bsdf_westin.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

213 lines
7.3 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_WESTIN_H__
#define __BSDF_WESTIN_H__
CCL_NAMESPACE_BEGIN
/* WESTIN BACKSCATTER */
typedef struct BsdfWestinBackscatterClosure {
//float3 m_N;
float m_invroughness;
} BsdfWestinBackscatterClosure;
__device void bsdf_westin_backscatter_setup(ShaderData *sd, float3 N, float roughness)
{
BsdfWestinBackscatterClosure *self = (BsdfWestinBackscatterClosure*)sd->svm_closure_data;
//self->m_N = N;
roughness = clamp(roughness, 1e-5f, 1.0f);
self->m_invroughness = 1.0f/roughness;
sd->svm_closure = CLOSURE_BSDF_WESTIN_BACKSCATTER_ID;
sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
__device void bsdf_westin_backscatter_blur(ShaderData *sd, float roughness)
{
BsdfWestinBackscatterClosure *self = (BsdfWestinBackscatterClosure*)sd->svm_closure_data;
self->m_invroughness = min(1.0f/roughness, self->m_invroughness);
}
__device float3 bsdf_westin_backscatter_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
const BsdfWestinBackscatterClosure *self = (const BsdfWestinBackscatterClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// pdf is implicitly 0 (no indirect sampling)
float cosNO = dot(m_N, I);
float cosNI = dot(m_N, omega_in);
if(cosNO > 0 && cosNI > 0) {
float cosine = dot(I, omega_in);
*pdf = cosine > 0 ? (self->m_invroughness + 1) * powf(cosine, self->m_invroughness) : 0;
*pdf *= 0.5f * M_1_PI_F;
return make_float3 (*pdf, *pdf, *pdf);
}
return make_float3 (0, 0, 0);
}
__device float3 bsdf_westin_backscatter_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_westin_backscatter_albedo(const ShaderData *sd, const float3 I)
{
return 1.0f;
}
__device int bsdf_westin_backscatter_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
const BsdfWestinBackscatterClosure *self = (const BsdfWestinBackscatterClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
float cosNO = dot(m_N, sd->I);
if(cosNO > 0) {
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = sd->dI.dx;
*domega_in_dy = sd->dI.dy;
#endif
float3 T, B;
make_orthonormals (sd->I, &T, &B);
float phi = 2 * M_PI_F * randu;
float cosTheta = powf(randv, 1 / (self->m_invroughness + 1));
float sinTheta2 = 1 - cosTheta * cosTheta;
float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0;
*omega_in = (cosf(phi) * sinTheta) * T +
(sinf(phi) * sinTheta) * B +
(cosTheta) * sd->I;
if(dot(sd->Ng, *omega_in) > 0)
{
// common terms for pdf and eval
float cosNI = dot(m_N, *omega_in);
// make sure the direction we chose is still in the right hemisphere
if(cosNI > 0)
{
*pdf = 0.5f * M_1_PI_F * powf(cosTheta, self->m_invroughness);
*pdf = (self->m_invroughness + 1) * (*pdf);
*eval = make_float3(*pdf, *pdf, *pdf);
#ifdef __RAY_DIFFERENTIALS__
// Since there is some blur to this reflection, make the
// derivatives a bit bigger. In theory this varies with the
// exponent but the exact relationship is complex and
// requires more ops than are practical.
*domega_in_dx *= 10;
*domega_in_dy *= 10;
#endif
}
}
}
return LABEL_REFLECT|LABEL_GLOSSY;
}
/* WESTIN SHEEN */
typedef struct BsdfWestinSheenClosure {
//float3 m_N;
float m_edginess;
} BsdfWestinSheenClosure;
__device void bsdf_westin_sheen_setup(ShaderData *sd, float3 N, float edginess)
{
BsdfWestinSheenClosure *self = (BsdfWestinSheenClosure*)sd->svm_closure_data;
//self->m_N = N;
self->m_edginess = edginess;
sd->svm_closure = CLOSURE_BSDF_WESTIN_SHEEN_ID;
sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
__device void bsdf_westin_sheen_blur(ShaderData *sd, float roughness)
{
}
__device float3 bsdf_westin_sheen_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
{
const BsdfWestinSheenClosure *self = (const BsdfWestinSheenClosure*)sd->svm_closure_data;
float3 m_N = sd->N;
// pdf is implicitly 0 (no indirect sampling)
float cosNO = dot(m_N, I);
float cosNI = dot(m_N, omega_in);
if(cosNO > 0 && cosNI > 0) {
float sinNO2 = 1 - cosNO * cosNO;
*pdf = cosNI * M_1_PI_F;
float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * self->m_edginess) * (*pdf) : 0;
return make_float3 (westin, westin, westin);
}
return make_float3 (0, 0, 0);
}
__device float3 bsdf_westin_sheen_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_westin_sheen_albedo(const ShaderData *sd, const float3 I)
{
return 1.0f;
}
__device int bsdf_westin_sheen_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
const BsdfWestinSheenClosure *self = (const BsdfWestinSheenClosure*)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) {
// TODO: account for sheen when sampling
float cosNO = dot(m_N, sd->I);
float sinNO2 = 1 - cosNO * cosNO;
float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * self->m_edginess) * (*pdf) : 0;
*eval = make_float3(westin, westin, westin);
#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_REFLECT|LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
#endif /* __BSDF_WESTIN_H__ */