123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169 |
- /*
- * 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_UTIL_H__
- #define __BSDF_UTIL_H__
- CCL_NAMESPACE_BEGIN
- ccl_device float fresnel_dielectric(float eta,
- const float3 N,
- const float3 I,
- float3 *R,
- float3 *T,
- #ifdef __RAY_DIFFERENTIALS__
- const float3 dIdx,
- const float3 dIdy,
- float3 *dRdx,
- float3 *dRdy,
- float3 *dTdx,
- float3 *dTdy,
- #endif
- bool *is_inside)
- {
- float cos = dot(N, I), neta;
- float3 Nn;
- // check which side of the surface we are on
- if (cos > 0) {
- // we are on the outside of the surface, going in
- neta = 1 / eta;
- Nn = N;
- *is_inside = false;
- }
- else {
- // we are inside the surface
- cos = -cos;
- neta = eta;
- Nn = -N;
- *is_inside = true;
- }
- // compute reflection
- *R = (2 * cos) * Nn - I;
- #ifdef __RAY_DIFFERENTIALS__
- *dRdx = (2 * dot(Nn, dIdx)) * Nn - dIdx;
- *dRdy = (2 * dot(Nn, dIdy)) * Nn - dIdy;
- #endif
- float arg = 1 - (neta * neta * (1 - (cos * cos)));
- if (arg < 0) {
- *T = make_float3(0.0f, 0.0f, 0.0f);
- #ifdef __RAY_DIFFERENTIALS__
- *dTdx = make_float3(0.0f, 0.0f, 0.0f);
- *dTdy = make_float3(0.0f, 0.0f, 0.0f);
- #endif
- return 1; // total internal reflection
- }
- else {
- float dnp = max(sqrtf(arg), 1e-7f);
- float nK = (neta * cos) - dnp;
- *T = -(neta * I) + (nK * Nn);
- #ifdef __RAY_DIFFERENTIALS__
- *dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn;
- *dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn;
- #endif
- // compute Fresnel terms
- float cosTheta1 = cos; // N.R
- float cosTheta2 = -dot(Nn, *T);
- float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
- float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
- return 0.5f * (pPara * pPara + pPerp * pPerp);
- }
- }
- ccl_device float fresnel_dielectric_cos(float cosi, float eta)
- {
- // compute fresnel reflectance without explicitly computing
- // the refracted direction
- float c = fabsf(cosi);
- float g = eta * eta - 1 + c * c;
- if (g > 0) {
- g = sqrtf(g);
- float A = (g - c) / (g + c);
- float B = (c * (g + c) - 1) / (c * (g - c) + 1);
- return 0.5f * A * A * (1 + B * B);
- }
- return 1.0f; // TIR(no refracted component)
- }
- ccl_device float3 fresnel_conductor(float cosi, const float3 eta, const float3 k)
- {
- float3 cosi2 = make_float3(cosi * cosi, cosi * cosi, cosi * cosi);
- float3 one = make_float3(1.0f, 1.0f, 1.0f);
- float3 tmp_f = eta * eta + k * k;
- float3 tmp = tmp_f * cosi2;
- float3 Rparl2 = (tmp - (2.0f * eta * cosi) + one) / (tmp + (2.0f * eta * cosi) + one);
- float3 Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi2) / (tmp_f + (2.0f * eta * cosi) + cosi2);
- return (Rparl2 + Rperp2) * 0.5f;
- }
- ccl_device float schlick_fresnel(float u)
- {
- float m = clamp(1.0f - u, 0.0f, 1.0f);
- float m2 = m * m;
- return m2 * m2 * m; // pow(m, 5)
- }
- ccl_device float smooth_step(float edge0, float edge1, float x)
- {
- float result;
- if (x < edge0)
- result = 0.0f;
- else if (x >= edge1)
- result = 1.0f;
- else {
- float t = (x - edge0) / (edge1 - edge0);
- result = (3.0f - 2.0f * t) * (t * t);
- }
- return result;
- }
- /* Calculate the fresnel color which is a blend between white and the F0 color (cspec0) */
- ccl_device_forceinline float3
- interpolate_fresnel_color(float3 L, float3 H, float ior, float F0, float3 cspec0)
- {
- /* Calculate the fresnel interpolation factor
- * The value from fresnel_dielectric_cos(...) has to be normalized because
- * the cspec0 keeps the F0 color
- */
- float F0_norm = 1.0f / (1.0f - F0);
- float FH = (fresnel_dielectric_cos(dot(L, H), ior) - F0) * F0_norm;
- /* Blend between white and a specular color with respect to the fresnel */
- return cspec0 * (1.0f - FH) + make_float3(1.0f, 1.0f, 1.0f) * FH;
- }
- CCL_NAMESPACE_END
- #endif /* __BSDF_UTIL_H__ */
|