1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859 |
- /*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- #include "stdosl.h"
- shader node_anisotropic_bsdf(color Color = 0.0,
- string distribution = "GGX",
- float Roughness = 0.0,
- float Anisotropy = 0.0,
- float Rotation = 0.0,
- normal Normal = N,
- normal Tangent = normalize(dPdu),
- output closure color BSDF = 0)
- {
- /* rotate tangent around normal */
- vector T = Tangent;
- if (Rotation != 0.0)
- T = rotate(T, Rotation * M_2PI, point(0.0, 0.0, 0.0), Normal);
- /* compute roughness */
- float roughness = Roughness * Roughness;
- float roughness_u, roughness_v;
- float aniso = clamp(Anisotropy, -0.99, 0.99);
- if (aniso < 0.0) {
- roughness_u = roughness / (1.0 + aniso);
- roughness_v = roughness * (1.0 + aniso);
- }
- else {
- roughness_u = roughness * (1.0 - aniso);
- roughness_v = roughness / (1.0 - aniso);
- }
- if (distribution == "sharp")
- BSDF = Color * reflection(Normal);
- else if (distribution == "beckmann")
- BSDF = Color * microfacet_beckmann_aniso(Normal, T, roughness_u, roughness_v);
- else if (distribution == "GGX")
- BSDF = Color * microfacet_ggx_aniso(Normal, T, roughness_u, roughness_v);
- else if (distribution == "Multiscatter GGX")
- BSDF = Color * microfacet_multi_ggx_aniso(Normal, T, roughness_u, roughness_v, Color);
- else
- BSDF = Color * ashikhmin_shirley(Normal, T, roughness_u, roughness_v);
- }
|