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Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_diffuse.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_diffuse.h146
1 files changed, 90 insertions, 56 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_diffuse.h b/intern/cycles/kernel/closure/bsdf_diffuse.h
index 946c460a70e..76b50548455 100644
--- a/intern/cycles/kernel/closure/bsdf_diffuse.h
+++ b/intern/cycles/kernel/closure/bsdf_diffuse.h
@@ -36,107 +36,141 @@
CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct DiffuseBsdf {
- SHADER_CLOSURE_BASE;
+ SHADER_CLOSURE_BASE;
} DiffuseBsdf;
/* DIFFUSE */
ccl_device int bsdf_diffuse_setup(DiffuseBsdf *bsdf)
{
- bsdf->type = CLOSURE_BSDF_DIFFUSE_ID;
- return SD_BSDF|SD_BSDF_HAS_EVAL;
+ bsdf->type = CLOSURE_BSDF_DIFFUSE_ID;
+ return SD_BSDF | SD_BSDF_HAS_EVAL;
}
ccl_device bool bsdf_diffuse_merge(const ShaderClosure *a, const ShaderClosure *b)
{
- const DiffuseBsdf *bsdf_a = (const DiffuseBsdf*)a;
- const DiffuseBsdf *bsdf_b = (const DiffuseBsdf*)b;
+ const DiffuseBsdf *bsdf_a = (const DiffuseBsdf *)a;
+ const DiffuseBsdf *bsdf_b = (const DiffuseBsdf *)b;
- return (isequal_float3(bsdf_a->N, bsdf_b->N));
+ return (isequal_float3(bsdf_a->N, bsdf_b->N));
}
-ccl_device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc,
+ const float3 I,
+ const float3 omega_in,
+ float *pdf)
{
- const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
- float3 N = bsdf->N;
+ const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
+ float3 N = bsdf->N;
- float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
- *pdf = cos_pi;
- return make_float3(cos_pi, cos_pi, cos_pi);
+ float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
+ *pdf = cos_pi;
+ return make_float3(cos_pi, cos_pi, cos_pi);
}
-ccl_device float3 bsdf_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_diffuse_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_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_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 DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
- float3 N = bsdf->N;
+ const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
+ float3 N = bsdf->N;
- // distribution over the hemisphere
- sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
+ // distribution over the hemisphere
+ sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
- if(dot(Ng, *omega_in) > 0.0f) {
- *eval = make_float3(*pdf, *pdf, *pdf);
+ if (dot(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(N, dIdx)) * N - dIdx;
- *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
+ // TODO: find a better approximation for the diffuse bounce
+ *domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx;
+ *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy;
#endif
- }
- else
- *pdf = 0.0f;
+ }
+ else
+ *pdf = 0.0f;
- return LABEL_REFLECT|LABEL_DIFFUSE;
+ return LABEL_REFLECT | LABEL_DIFFUSE;
}
/* TRANSLUCENT */
ccl_device int bsdf_translucent_setup(DiffuseBsdf *bsdf)
{
- bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID;
- return SD_BSDF|SD_BSDF_HAS_EVAL;
+ bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID;
+ return SD_BSDF | SD_BSDF_HAS_EVAL;
}
-ccl_device float3 bsdf_translucent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_translucent_eval_reflect(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 float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+ccl_device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc,
+ const float3 I,
+ const float3 omega_in,
+ float *pdf)
{
- const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
- float3 N = bsdf->N;
+ const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
+ float3 N = bsdf->N;
- float cos_pi = fmaxf(-dot(N, omega_in), 0.0f) * M_1_PI_F;
- *pdf = cos_pi;
- return make_float3 (cos_pi, cos_pi, cos_pi);
+ float cos_pi = fmaxf(-dot(N, omega_in), 0.0f) * M_1_PI_F;
+ *pdf = cos_pi;
+ return make_float3(cos_pi, cos_pi, cos_pi);
}
-ccl_device int bsdf_translucent_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_translucent_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 DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
- float3 N = bsdf->N;
-
- // we are viewing the surface from the right side - send a ray out with cosine
- // distribution over the hemisphere
- sample_cos_hemisphere (-N, randu, randv, omega_in, pdf);
- if(dot(Ng, *omega_in) < 0) {
- *eval = make_float3(*pdf, *pdf, *pdf);
+ const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
+ float3 N = bsdf->N;
+
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere(-N, randu, randv, omega_in, pdf);
+ if (dot(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(N, dIdx)) * N - dIdx);
- *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
+ // TODO: find a better approximation for the diffuse bounce
+ *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
+ *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
#endif
- }
- else {
- *pdf = 0;
- }
- return LABEL_TRANSMIT|LABEL_DIFFUSE;
+ }
+ else {
+ *pdf = 0;
+ }
+ return LABEL_TRANSMIT | LABEL_DIFFUSE;
}
CCL_NAMESPACE_END
-#endif /* __BSDF_DIFFUSE_H__ */
+#endif /* __BSDF_DIFFUSE_H__ */