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authorThomas Dinges <blender@dingto.org>2013-05-23 21:45:20 +0400
committerThomas Dinges <blender@dingto.org>2013-05-23 21:45:20 +0400
commit99b325cebf41054f046d98a7dcf9aea74e165f56 (patch)
tree208b201551a5a3e79d59f7e4a2585ae866025ec1 /intern/cycles/kernel/closure
parent3b0cc9cfd74de9594b1388694ee13a94ba36b91b (diff)
Cycles / Toon BSDF:
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579
Diffstat (limited to 'intern/cycles/kernel/closure')
-rw-r--r--intern/cycles/kernel/closure/bsdf.h27
-rw-r--r--intern/cycles/kernel/closure/bsdf_toon.h14
2 files changed, 34 insertions, 7 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h
index 6403606c2df..b2884953a22 100644
--- a/intern/cycles/kernel/closure/bsdf.h
+++ b/intern/cycles/kernel/closure/bsdf.h
@@ -29,6 +29,7 @@
#include "../closure/bsdf_ward.h"
#endif
#include "../closure/bsdf_westin.h"
+#include "../closure/bsdf_toon.h"
#include "../closure/bssrdf.h"
CCL_NAMESPACE_BEGIN
@@ -96,6 +97,14 @@ __device int bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const ShaderCl
label = bsdf_ashikhmin_velvet_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
+ case CLOSURE_BSDF_DIFFUSE_TOON_ID:
+ label = bsdf_diffuse_toon_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
+ eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_GLOSSY_TOON_ID:
+ label = bsdf_glossy_toon_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
+ eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
label = bsdf_westin_backscatter_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
@@ -165,6 +174,12 @@ __device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderC
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
eval = bsdf_ashikhmin_velvet_eval_reflect(sc, sd->I, omega_in, pdf);
break;
+ case CLOSURE_BSDF_DIFFUSE_TOON_ID:
+ eval = bsdf_diffuse_toon_eval_reflect(sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_GLOSSY_TOON_ID:
+ eval = bsdf_glossy_toon_eval_reflect(sc, sd->I, omega_in, pdf);
+ break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
eval = bsdf_westin_backscatter_eval_reflect(sc, sd->I, omega_in, pdf);
break;
@@ -214,6 +229,12 @@ __device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderC
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
eval = bsdf_ashikhmin_velvet_eval_transmit(sc, sd->I, omega_in, pdf);
break;
+ case CLOSURE_BSDF_DIFFUSE_TOON_ID:
+ eval = bsdf_diffuse_toon_eval_transmit(sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_GLOSSY_TOON_ID:
+ eval = bsdf_glossy_toon_eval_transmit(sc, sd->I, omega_in, pdf);
+ break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
eval = bsdf_westin_backscatter_eval_transmit(sc, sd->I, omega_in, pdf);
break;
@@ -281,6 +302,12 @@ __device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
bsdf_ashikhmin_velvet_blur(sc, roughness);
break;
+ case CLOSURE_BSDF_DIFFUSE_TOON_ID:
+ bsdf_diffuse_toon_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_GLOSSY_TOON_ID:
+ bsdf_glossy_toon_blur(sc, roughness);
+ break;
case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
bsdf_westin_backscatter_blur(sc, roughness);
break;
diff --git a/intern/cycles/kernel/closure/bsdf_toon.h b/intern/cycles/kernel/closure/bsdf_toon.h
index 40001bf7531..e69981dba77 100644
--- a/intern/cycles/kernel/closure/bsdf_toon.h
+++ b/intern/cycles/kernel/closure/bsdf_toon.h
@@ -119,22 +119,22 @@ __device int bsdf_diffuse_toon_sample(const ShaderClosure *sc, float3 Ng, float3
}
-/* SPECULAR TOON */
+/* GLOSSY TOON */
-__device int bsdf_specular_toon_setup(ShaderClosure *sc)
+__device int bsdf_glossy_toon_setup(ShaderClosure *sc)
{
- sc->type = CLOSURE_BSDF_SPECULAR_TOON_ID;
+ sc->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
sc->data0 = clamp(sc->data0, 0.0f, 1.0f);
sc->data1 = clamp(sc->data1, 0.0f, 1.0f);
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
-__device void bsdf_specular_toon_blur(ShaderClosure *sc, float roughness)
+__device void bsdf_glossy_toon_blur(ShaderClosure *sc, float roughness)
{
}
-__device float3 bsdf_specular_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+__device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float max_angle = sc->data0*M_PI_2_F;
float smooth = sc->data1*M_PI_2_F;
@@ -158,12 +158,12 @@ __device float3 bsdf_specular_toon_eval_reflect(const ShaderClosure *sc, const f
return make_float3(0.0f, 0.0f, 0.0f);
}
-__device float3 bsdf_specular_toon_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+__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);
}
-__device int bsdf_specular_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)
+__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)
{
float max_angle = sc->data0*M_PI_2_F;
float smooth = sc->data1*M_PI_2_F;