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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_DIFFUSE_H__
- #define __BSDF_DIFFUSE_H__
- CCL_NAMESPACE_BEGIN
- typedef ccl_addr_space struct DiffuseBsdf {
- SHADER_CLOSURE_BASE;
- } DiffuseBsdf;
- static_assert(sizeof(ShaderClosure) >= sizeof(DiffuseBsdf), "DiffuseBsdf is too large!");
- /* DIFFUSE */
- ccl_device int bsdf_diffuse_setup(DiffuseBsdf *bsdf)
- {
- bsdf->type = CLOSURE_BSDF_DIFFUSE_ID;
- return SD_BSDF | SD_BSDF_HAS_EVAL;
- }
- ccl_device bool bsdf_diffuse_merge(const ShaderClosure *a, const ShaderClosure *b)
- {
- const DiffuseBsdf *bsdf_a = (const DiffuseBsdf *)a;
- const DiffuseBsdf *bsdf_b = (const DiffuseBsdf *)b;
- return (isequal_float3(bsdf_a->N, bsdf_b->N));
- }
- ccl_device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
- float3 N = bsdf->N;
- float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
- *pdf = cos_pi;
- return make_float3(cos_pi, cos_pi, cos_pi);
- }
- ccl_device float3 bsdf_diffuse_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_diffuse_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 DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
- float3 N = bsdf->N;
- // distribution over the hemisphere
- sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
- if (dot(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(N, dIdx)) * N - dIdx;
- *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
- #endif
- }
- else
- *pdf = 0.0f;
- return LABEL_REFLECT | LABEL_DIFFUSE;
- }
- /* TRANSLUCENT */
- ccl_device int bsdf_translucent_setup(DiffuseBsdf *bsdf)
- {
- bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID;
- return SD_BSDF | SD_BSDF_HAS_EVAL;
- }
- ccl_device float3 bsdf_translucent_eval_reflect(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
- float3 N = bsdf->N;
- float cos_pi = fmaxf(-dot(N, omega_in), 0.0f) * M_1_PI_F;
- *pdf = cos_pi;
- return make_float3(cos_pi, cos_pi, cos_pi);
- }
- ccl_device int bsdf_translucent_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 DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
- float3 N = bsdf->N;
- // we are viewing the surface from the right side - send a ray out with cosine
- // distribution over the hemisphere
- sample_cos_hemisphere(-N, randu, randv, omega_in, pdf);
- if (dot(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(N, dIdx)) * N - dIdx);
- *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
- #endif
- }
- else {
- *pdf = 0;
- }
- return LABEL_TRANSMIT | LABEL_DIFFUSE;
- }
- CCL_NAMESPACE_END
- #endif /* __BSDF_DIFFUSE_H__ */
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