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Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_toon.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_toon.h78
1 files changed, 50 insertions, 28 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_toon.h b/intern/cycles/kernel/closure/bsdf_toon.h
index e5b6ab93a64..28e775bcbc8 100644
--- a/intern/cycles/kernel/closure/bsdf_toon.h
+++ b/intern/cycles/kernel/closure/bsdf_toon.h
@@ -35,17 +35,35 @@
CCL_NAMESPACE_BEGIN
+typedef ccl_addr_space struct ToonBsdf {
+ SHADER_CLOSURE_BASE;
+
+ float3 N;
+ float size;
+ float smooth;
+} ToonBsdf;
+
/* DIFFUSE TOON */
-ccl_device int bsdf_diffuse_toon_setup(ShaderClosure *sc)
+ccl_device int bsdf_diffuse_toon_setup(ToonBsdf *bsdf)
{
- sc->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
- sc->data0 = saturate(sc->data0);
- sc->data1 = saturate(sc->data1);
+ bsdf->type = CLOSURE_BSDF_DIFFUSE_TOON_ID;
+ bsdf->size = saturate(bsdf->size);
+ bsdf->smooth = saturate(bsdf->smooth);
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
+ccl_device bool bsdf_toon_merge(const ShaderClosure *a, const ShaderClosure *b)
+{
+ const ToonBsdf *bsdf_a = (const ToonBsdf*)a;
+ const ToonBsdf *bsdf_b = (const ToonBsdf*)b;
+
+ return (isequal_float3(bsdf_a->N, bsdf_b->N)) &&
+ (bsdf_a->size == bsdf_b->size) &&
+ (bsdf_a->smooth == bsdf_b->smooth);
+}
+
ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle)
{
float is;
@@ -67,9 +85,10 @@ ccl_device float bsdf_toon_get_sample_angle(float max_angle, float smooth)
ccl_device float3 bsdf_diffuse_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;
- float angle = safe_acosf(fmaxf(dot(sc->N, omega_in), 0.0f));
+ const ToonBsdf *bsdf = (const ToonBsdf*)sc;
+ float max_angle = bsdf->size*M_PI_2_F;
+ float smooth = bsdf->smooth*M_PI_2_F;
+ float angle = safe_acosf(fmaxf(dot(bsdf->N, omega_in), 0.0f));
float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle);
@@ -90,21 +109,22 @@ ccl_device float3 bsdf_diffuse_toon_eval_transmit(const ShaderClosure *sc, const
ccl_device int bsdf_diffuse_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;
+ const ToonBsdf *bsdf = (const ToonBsdf*)sc;
+ float max_angle = bsdf->size*M_PI_2_F;
+ float smooth = bsdf->smooth*M_PI_2_F;
float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
float angle = sample_angle*randu;
if(sample_angle > 0.0f) {
- sample_uniform_cone(sc->N, sample_angle, randu, randv, omega_in, pdf);
+ sample_uniform_cone(bsdf->N, sample_angle, randu, randv, omega_in, pdf);
if(dot(Ng, *omega_in) > 0.0f) {
*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
#ifdef __RAY_DIFFERENTIALS__
// TODO: find a better approximation for the bounce
- *domega_in_dx = (2.0f * dot(sc->N, dIdx)) * sc->N - dIdx;
- *domega_in_dy = (2.0f * dot(sc->N, dIdy)) * sc->N - dIdy;
+ *domega_in_dx = (2.0f * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
+ *domega_in_dy = (2.0f * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
#endif
}
else
@@ -117,25 +137,26 @@ ccl_device int bsdf_diffuse_toon_sample(const ShaderClosure *sc, float3 Ng, floa
/* GLOSSY TOON */
-ccl_device int bsdf_glossy_toon_setup(ShaderClosure *sc)
+ccl_device int bsdf_glossy_toon_setup(ToonBsdf *bsdf)
{
- sc->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
- sc->data0 = saturate(sc->data0);
- sc->data1 = saturate(sc->data1);
+ bsdf->type = CLOSURE_BSDF_GLOSSY_TOON_ID;
+ bsdf->size = saturate(bsdf->size);
+ bsdf->smooth = saturate(bsdf->smooth);
return SD_BSDF|SD_BSDF_HAS_EVAL;
}
ccl_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;
- float cosNI = dot(sc->N, omega_in);
- float cosNO = dot(sc->N, I);
+ const ToonBsdf *bsdf = (const ToonBsdf*)sc;
+ float max_angle = bsdf->size*M_PI_2_F;
+ float smooth = bsdf->smooth*M_PI_2_F;
+ float cosNI = dot(bsdf->N, omega_in);
+ float cosNO = dot(bsdf->N, I);
if(cosNI > 0 && cosNO > 0) {
/* reflect the view vector */
- float3 R = (2 * cosNO) * sc->N - I;
+ float3 R = (2 * cosNO) * bsdf->N - I;
float cosRI = dot(R, omega_in);
float angle = safe_acosf(fmaxf(cosRI, 0.0f));
@@ -157,13 +178,14 @@ ccl_device float3 bsdf_glossy_toon_eval_transmit(const ShaderClosure *sc, const
ccl_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;
- float cosNO = dot(sc->N, I);
+ const ToonBsdf *bsdf = (const ToonBsdf*)sc;
+ float max_angle = bsdf->size*M_PI_2_F;
+ float smooth = bsdf->smooth*M_PI_2_F;
+ float cosNO = dot(bsdf->N, I);
if(cosNO > 0) {
/* reflect the view vector */
- float3 R = (2 * cosNO) * sc->N - I;
+ float3 R = (2 * cosNO) * bsdf->N - I;
float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth);
float angle = sample_angle*randu;
@@ -171,15 +193,15 @@ ccl_device int bsdf_glossy_toon_sample(const ShaderClosure *sc, float3 Ng, float
sample_uniform_cone(R, sample_angle, randu, randv, omega_in, pdf);
if(dot(Ng, *omega_in) > 0.0f) {
- float cosNI = dot(sc->N, *omega_in);
+ float cosNI = dot(bsdf->N, *omega_in);
/* make sure the direction we chose is still in the right hemisphere */
if(cosNI > 0) {
*eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle);
#ifdef __RAY_DIFFERENTIALS__
- *domega_in_dx = (2 * dot(sc->N, dIdx)) * sc->N - dIdx;
- *domega_in_dy = (2 * dot(sc->N, dIdy)) * sc->N - dIdy;
+ *domega_in_dx = (2 * dot(bsdf->N, dIdx)) * bsdf->N - dIdx;
+ *domega_in_dy = (2 * dot(bsdf->N, dIdy)) * bsdf->N - dIdy;
#endif
}
else