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authorMiika Hamalainen <blender@miikah.org>2011-11-09 19:46:53 +0400
committerMiika Hamalainen <blender@miikah.org>2011-11-09 19:46:53 +0400
commit1b4a54ad73c058baa59ffdc9e5f18b0b79030fb0 (patch)
treea5b84d392ea14b0d760a5e24f7a8e51f203d558c /intern/cycles/kernel/svm/bsdf_diffuse.h
parentedec46b0a6aac18f406991b9e16228d4bd848c61 (diff)
parentbc5ec4e69cf3308c2563239c0e8372b853800a78 (diff)
Merge with trunk r41701soc-2011-carrot
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_diffuse.h')
-rw-r--r--intern/cycles/kernel/svm/bsdf_diffuse.h156
1 files changed, 156 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_diffuse.h b/intern/cycles/kernel/svm/bsdf_diffuse.h
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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
+
+/* DIFFUSE */
+
+typedef struct BsdfDiffuseClosure {
+ //float3 m_N;
+} BsdfDiffuseClosure;
+
+__device void bsdf_diffuse_setup(ShaderData *sd, ShaderClosure *sc)
+{
+ sc->type = CLOSURE_BSDF_DIFFUSE_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
+}
+
+__device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
+ *pdf = cos_pi;
+ return make_float3(cos_pi, cos_pi, cos_pi);
+}
+
+__device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_diffuse_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_diffuse_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ // distribution over the hemisphere
+ sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
+
+ if(dot(sd->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(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ *domega_in_dx *= 125.0f;
+ *domega_in_dy *= 125.0f;
+#endif
+ }
+ else
+ *pdf = 0.0f;
+
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+/* TRANSLUCENT */
+
+typedef struct BsdfTranslucentClosure {
+ //float3 m_N;
+} BsdfTranslucentClosure;
+
+__device void bsdf_translucent_setup(ShaderData *sd, ShaderClosure *sc)
+{
+ sc->type = CLOSURE_BSDF_TRANSLUCENT_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
+}
+
+__device void bsdf_translucent_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
+ *pdf = cos_pi;
+ return make_float3 (cos_pi, cos_pi, cos_pi);
+}
+
+__device float bsdf_translucent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_translucent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf);
+ if(dot(sd->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(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ *domega_in_dx *= -125.0f;
+ *domega_in_dy *= -125.0f;
+#endif
+ } else
+ *pdf = 0;
+
+ return LABEL_TRANSMIT|LABEL_DIFFUSE;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_DIFFUSE_H__ */
+