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- /*
- * 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 ccl_addr_space struct VelvetBsdf {
- SHADER_CLOSURE_BASE;
- float sigma;
- float invsigma2;
- } VelvetBsdf;
- static_assert(sizeof(ShaderClosure) >= sizeof(VelvetBsdf), "VelvetBsdf is too large!");
- ccl_device int bsdf_ashikhmin_velvet_setup(VelvetBsdf *bsdf)
- {
- float sigma = fmaxf(bsdf->sigma, 0.01f);
- bsdf->invsigma2 = 1.0f / (sigma * sigma);
- bsdf->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
- return SD_BSDF | SD_BSDF_HAS_EVAL;
- }
- ccl_device bool bsdf_ashikhmin_velvet_merge(const ShaderClosure *a, const ShaderClosure *b)
- {
- const VelvetBsdf *bsdf_a = (const VelvetBsdf *)a;
- const VelvetBsdf *bsdf_b = (const VelvetBsdf *)b;
- return (isequal_float3(bsdf_a->N, bsdf_b->N)) && (bsdf_a->sigma == bsdf_b->sigma);
- }
- ccl_device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- const VelvetBsdf *bsdf = (const VelvetBsdf *)sc;
- float m_invsigma2 = bsdf->invsigma2;
- float3 N = bsdf->N;
- float cosNO = dot(N, I);
- float cosNI = dot(N, omega_in);
- if (cosNO > 0 && cosNI > 0) {
- float3 H = normalize(omega_in + I);
- float cosNH = dot(N, H);
- float cosHO = fabsf(dot(I, H));
- if (!(fabsf(cosNH) < 1.0f - 1e-5f && cosHO > 1e-5f))
- return make_float3(0.0f, 0.0f, 0.0f);
- float cosNHdivHO = cosNH / cosHO;
- cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f);
- 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(0.0f, 0.0f, 0.0f);
- }
- ccl_device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device int bsdf_ashikhmin_velvet_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)
- {
- const VelvetBsdf *bsdf = (const VelvetBsdf *)sc;
- float m_invsigma2 = bsdf->invsigma2;
- float3 N = bsdf->N;
- // we are viewing the surface from above - send a ray out with uniform
- // distribution over the hemisphere
- sample_uniform_hemisphere(N, randu, randv, omega_in, pdf);
- if (dot(Ng, *omega_in) > 0) {
- float3 H = normalize(*omega_in + I);
- float cosNI = dot(N, *omega_in);
- float cosNO = dot(N, I);
- float cosNH = dot(N, H);
- float cosHO = fabsf(dot(I, H));
- if (fabsf(cosNO) > 1e-5f && fabsf(cosNH) < 1.0f - 1e-5f && cosHO > 1e-5f) {
- float cosNHdivHO = cosNH / cosHO;
- cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f);
- 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(N, dIdx)) * N - dIdx;
- *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
- #endif
- }
- else
- *pdf = 0.0f;
- }
- else
- *pdf = 0.0f;
- return LABEL_REFLECT | LABEL_DIFFUSE;
- }
- CCL_NAMESPACE_END
- #endif /* __BSDF_ASHIKHMIN_VELVET_H__ */
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