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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_TOON_H__
- #define __BSDF_TOON_H__
- CCL_NAMESPACE_BEGIN
- typedef ccl_addr_space struct ToonBsdf {
- SHADER_CLOSURE_BASE;
- float size;
- float smooth;
- } ToonBsdf;
- static_assert(sizeof(ShaderClosure) >= sizeof(ToonBsdf), "ToonBsdf is too large!");
- /* DIFFUSE TOON */
- ccl_device int bsdf_diffuse_toon_setup(ToonBsdf *bsdf)
- {
- bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
- bsdf->size = saturate(bsdf->size);
- bsdf->smooth = saturate(bsdf->smooth);
- return SD_BSDF | SD_BSDF_HAS_EVAL;
- }
- ccl_device bool bsdf_toon_merge(const ShaderClosure *a, const ShaderClosure *b)
- {
- const ToonBsdf *bsdf_a = (const ToonBsdf *)a;
- const ToonBsdf *bsdf_b = (const ToonBsdf *)b;
- return (isequal_float3(bsdf_a->N, bsdf_b->N)) && (bsdf_a->size == bsdf_b->size) &&
- (bsdf_a->smooth == bsdf_b->smooth);
- }
- ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
- {
- float is;
- if (angle < max_angle)
- is = 1.0f;
- else if (angle < (max_angle + smooth) && smooth != 0.0f)
- is = (1.0f - (angle - max_angle) / smooth);
- else
- is = 0.0f;
- return make_float3(is, is, is);
- }
- ccl_device float bsdf_toon_get_sample_angle(float max_angle, float smooth)
- {
- return fminf(max_angle + smooth, M_PI_2_F);
- }
- ccl_device float3 bsdf_diffuse_toon_eval_reflect(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- const ToonBsdf *bsdf = (const ToonBsdf *)sc;
- float max_angle = bsdf->size * M_PI_2_F;
- float smooth = bsdf->smooth * M_PI_2_F;
- float angle = safe_acosf(fmaxf(dot(bsdf->N, omega_in), 0.0f));
- float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
- if (eval.x > 0.0f) {
- float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
- *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
- return *pdf * eval;
- }
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device float3 bsdf_diffuse_toon_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_toon_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 ToonBsdf *bsdf = (const ToonBsdf *)sc;
- float max_angle = bsdf->size * M_PI_2_F;
- float smooth = bsdf->smooth * M_PI_2_F;
- float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
- float angle = sample_angle * randu;
- if (sample_angle > 0.0f) {
- sample_uniform_cone(bsdf->N, sample_angle, randu, randv, omega_in, pdf);
- if (dot(Ng, *omega_in) > 0.0f) {
- *eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
- #ifdef __RAY_DIFFERENTIALS__
- // TODO: find a better approximation for the bounce
- *domega_in_dx = (2.0f * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
- *domega_in_dy = (2.0f * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
- #endif
- }
- else
- *pdf = 0.0f;
- }
- return LABEL_REFLECT | LABEL_DIFFUSE;
- }
- /* GLOSSY TOON */
- ccl_device int bsdf_glossy_toon_setup(ToonBsdf *bsdf)
- {
- bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
- bsdf->size = saturate(bsdf->size);
- bsdf->smooth = saturate(bsdf->smooth);
- return SD_BSDF | SD_BSDF_HAS_EVAL;
- }
- ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc,
- const float3 I,
- const float3 omega_in,
- float *pdf)
- {
- const ToonBsdf *bsdf = (const ToonBsdf *)sc;
- float max_angle = bsdf->size * M_PI_2_F;
- float smooth = bsdf->smooth * M_PI_2_F;
- float cosNI = dot(bsdf->N, omega_in);
- float cosNO = dot(bsdf->N, I);
- if (cosNI > 0 && cosNO > 0) {
- /* reflect the view vector */
- float3 R = (2 * cosNO) * bsdf->N - I;
- float cosRI = dot(R, omega_in);
- float angle = safe_acosf(fmaxf(cosRI, 0.0f));
- float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
- float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
- *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
- return *pdf * eval;
- }
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- ccl_device float3 bsdf_glossy_toon_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_glossy_toon_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 ToonBsdf *bsdf = (const ToonBsdf *)sc;
- float max_angle = bsdf->size * M_PI_2_F;
- float smooth = bsdf->smooth * M_PI_2_F;
- float cosNO = dot(bsdf->N, I);
- if (cosNO > 0) {
- /* reflect the view vector */
- float3 R = (2 * cosNO) * bsdf->N - I;
- float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
- float angle = sample_angle * randu;
- sample_uniform_cone(R, sample_angle, randu, randv, omega_in, pdf);
- if (dot(Ng, *omega_in) > 0.0f) {
- float cosNI = dot(bsdf->N, *omega_in);
- /* make sure the direction we chose is still in the right hemisphere */
- if (cosNI > 0) {
- *eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
- #ifdef __RAY_DIFFERENTIALS__
- *domega_in_dx = (2 * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
- *domega_in_dy = (2 * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
- #endif
- }
- else
- *pdf = 0.0f;
- }
- else
- *pdf = 0.0f;
- }
- return LABEL_GLOSSY | LABEL_REFLECT;
- }
- CCL_NAMESPACE_END
- #endif /* __BSDF_TOON_H__ */
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