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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /intern/cycles/kernel/closure/bsdf_toon.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_toon.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_toon.h242
1 files changed, 137 insertions, 105 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_toon.h b/intern/cycles/kernel/closure/bsdf_toon.h
index 097a56f22eb..f37fd228087 100644
--- a/intern/cycles/kernel/closure/bsdf_toon.h
+++ b/intern/cycles/kernel/closure/bsdf_toon.h
@@ -36,183 +36,215 @@
CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct ToonBsdf {
- SHADER_CLOSURE_BASE;
+ SHADER_CLOSURE_BASE;
- float size;
- float smooth;
+ float size;
+ float smooth;
} ToonBsdf;
/* 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);
+ bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
+ bsdf->size = saturate(bsdf->size);
+ bsdf->smooth = saturate(bsdf->smooth);
- return SD_BSDF|SD_BSDF_HAS_EVAL;
+ 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;
+ 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);
+ 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;
+ 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;
+ 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);
+ 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);
+ 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)
+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));
+ 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);
+ 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);
+ 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;
- }
+ *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
+ return *pdf * eval;
+ }
- return make_float3(0.0f, 0.0f, 0.0f);
+ 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)
+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);
+ 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)
+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;
+ 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 (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);
+ 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;
+ // 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;
+ }
+ 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);
+ bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
+ bsdf->size = saturate(bsdf->size);
+ bsdf->smooth = saturate(bsdf->smooth);
- return SD_BSDF|SD_BSDF_HAS_EVAL;
+ 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)
+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);
+ 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);
+ 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));
+ 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);
+ 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;
- }
+ *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle));
+ return *pdf * eval;
+ }
- return make_float3(0.0f, 0.0f, 0.0f);
+ 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)
+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);
+ 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)
+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);
+ 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;
+ 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;
+ 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);
+ 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);
+ 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);
+ /* 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;
+ *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;
+ }
+ else
+ *pdf = 0.0f;
+ }
+ else
+ *pdf = 0.0f;
+ }
+
+ return LABEL_GLOSSY | LABEL_REFLECT;
}
CCL_NAMESPACE_END
-#endif /* __BSDF_TOON_H__ */
+#endif /* __BSDF_TOON_H__ */