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Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h153
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diff --git a/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.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_ASHIKHMIN_VELVET_H__
+#define __BSDF_ASHIKHMIN_VELVET_H__
+
+CCL_NAMESPACE_BEGIN
+
+__device int bsdf_ashikhmin_velvet_setup(ShaderClosure *sc)
+{
+ float sigma = sc->data0;
+ sigma = fmaxf(sigma, 0.01f);
+
+ float m_invsigma2 = 1.0f/(sigma * sigma);
+
+ sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
+ sc->data0 = m_invsigma2;
+
+ return SD_BSDF|SD_BSDF_HAS_EVAL;
+}
+
+__device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_invsigma2 = sc->data0;
+ float3 N = sc->N;
+
+ float cosNO = dot(N, I);
+ float cosNI = dot(N, omega_in);
+ if(cosNO > 0 && cosNI > 0) {
+ float3 H = normalize(omega_in + I);
+
+ float cosNH = dot(N, H);
+ float cosHO = fabsf(dot(I, H));
+
+ if(!(fabsf(cosNH) < 1.0f-1e-5f && cosHO > 1e-5f))
+ return make_float3(0, 0, 0);
+
+ float cosNHdivHO = cosNH / cosHO;
+ cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f);
+
+ float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
+ float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
+
+ float sinNH2 = 1 - cosNH * cosNH;
+ float sinNH4 = sinNH2 * sinNH2;
+ float cotangent2 = (cosNH * cosNH) / sinNH2;
+
+ float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
+ float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically
+
+ float out = 0.25f * (D * G) / cosNO;
+
+ *pdf = 0.5f * M_1_PI_F;
+ return make_float3(out, out, out);
+ }
+
+ return make_float3(0, 0, 0);
+}
+
+__device float3 bsdf_ashikhmin_velvet_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_ashikhmin_velvet_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 m_invsigma2 = sc->data0;
+ float3 N = sc->N;
+
+ // we are viewing the surface from above - send a ray out with uniform
+ // distribution over the hemisphere
+ sample_uniform_hemisphere(N, randu, randv, omega_in, pdf);
+
+ if(dot(Ng, *omega_in) > 0) {
+ float3 H = normalize(*omega_in + I);
+
+ float cosNI = dot(N, *omega_in);
+ float cosNO = dot(N, I);
+ float cosNH = dot(N, H);
+ float cosHO = fabsf(dot(I, H));
+
+ if(fabsf(cosNO) > 1e-5f && fabsf(cosNH) < 1.0f-1e-5f && cosHO > 1e-5f) {
+ float cosNHdivHO = cosNH / cosHO;
+ cosNHdivHO = fmaxf(cosNHdivHO, 1e-5f);
+
+ float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
+ float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
+
+ float sinNH2 = 1 - cosNH * cosNH;
+ float sinNH4 = sinNH2 * sinNH2;
+ float cotangent2 = (cosNH * cosNH) / sinNH2;
+
+ float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
+ float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically
+
+ float power = 0.25f * (D * G) / cosNO;
+
+ *eval = make_float3(power, power, power);
+
+#ifdef __RAY_DIFFERENTIALS__
+ // TODO: find a better approximation for the retroreflective bounce
+ *domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
+ *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
+ *domega_in_dx *= 125.0f;
+ *domega_in_dy *= 125.0f;
+#endif
+ }
+ else
+ *pdf = 0.0f;
+ }
+ else
+ *pdf = 0.0f;
+
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_ASHIKHMIN_VELVET_H__ */
+