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Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_principled_diffuse.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_principled_diffuse.h127
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diff --git a/intern/cycles/kernel/closure/bsdf_principled_diffuse.h b/intern/cycles/kernel/closure/bsdf_principled_diffuse.h
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+/*
+ * Copyright 2011-2017 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#ifndef __BSDF_PRINCIPLED_DIFFUSE_H__
+#define __BSDF_PRINCIPLED_DIFFUSE_H__
+
+/* DISNEY PRINCIPLED DIFFUSE BRDF
+ *
+ * Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012)
+ */
+
+CCL_NAMESPACE_BEGIN
+
+typedef ccl_addr_space struct PrincipledDiffuseBsdf {
+ SHADER_CLOSURE_BASE;
+
+ float roughness;
+} PrincipledDiffuseBsdf;
+
+ccl_device float3 calculate_principled_diffuse_brdf(const PrincipledDiffuseBsdf *bsdf,
+ float3 N, float3 V, float3 L, float3 H, float *pdf)
+{
+ float NdotL = max(dot(N, L), 0.0f);
+ float NdotV = max(dot(N, V), 0.0f);
+
+ if(NdotL < 0 || NdotV < 0) {
+ *pdf = 0.0f;
+ return make_float3(0.0f, 0.0f, 0.0f);
+ }
+
+ float LdotH = dot(L, H);
+
+ float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
+ const float Fd90 = 0.5f + 2.0f * LdotH*LdotH * bsdf->roughness;
+ float Fd = (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV);
+
+ float value = M_1_PI_F * NdotL * Fd;
+
+ return make_float3(value, value, value);
+}
+
+ccl_device int bsdf_principled_diffuse_setup(PrincipledDiffuseBsdf *bsdf)
+{
+ bsdf->type = CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID;
+ return SD_BSDF|SD_BSDF_HAS_EVAL;
+}
+
+ccl_device bool bsdf_principled_diffuse_merge(const ShaderClosure *a, const ShaderClosure *b)
+{
+ const PrincipledDiffuseBsdf *bsdf_a = (const PrincipledDiffuseBsdf*)a;
+ const PrincipledDiffuseBsdf *bsdf_b = (const PrincipledDiffuseBsdf*)b;
+
+ return (isequal_float3(bsdf_a->N, bsdf_b->N) && bsdf_a->roughness == bsdf_b->roughness);
+}
+
+ccl_device float3 bsdf_principled_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I,
+ const float3 omega_in, float *pdf)
+{
+ const PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
+
+ float3 N = bsdf->N;
+ float3 V = I; // outgoing
+ float3 L = omega_in; // incoming
+ float3 H = normalize(L + V);
+
+ if(dot(N, omega_in) > 0.0f) {
+ *pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
+ return calculate_principled_diffuse_brdf(bsdf, N, V, L, H, pdf);
+ }
+ else {
+ *pdf = 0.0f;
+ return make_float3(0.0f, 0.0f, 0.0f);
+ }
+}
+
+ccl_device float3 bsdf_principled_diffuse_eval_transmit(const ShaderClosure *sc, const float3 I,
+ const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+ccl_device int bsdf_principled_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 PrincipledDiffuseBsdf *bsdf = (const PrincipledDiffuseBsdf *)sc;
+
+ float3 N = bsdf->N;
+
+ sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
+
+ if(dot(Ng, *omega_in) > 0) {
+ float3 H = normalize(I + *omega_in);
+
+ *eval = calculate_principled_diffuse_brdf(bsdf, N, I, *omega_in, H, 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);
+#endif
+ }
+ else {
+ *pdf = 0.0f;
+ }
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_PRINCIPLED_DIFFUSE_H__ */
+
+