diff options
Diffstat (limited to 'intern/cycles/kernel/closure')
-rw-r--r-- | intern/cycles/kernel/closure/bsdf.h | 137 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h | 153 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_diffuse.h | 144 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_microfacet.h | 514 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_oren_nayar.h | 99 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_reflection.h | 84 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_refraction.h | 91 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_transparent.h | 74 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_ward.h | 195 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/bsdf_westin.h | 192 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/emissive.h | 65 | ||||
-rw-r--r-- | intern/cycles/kernel/closure/volume.h | 76 |
12 files changed, 1824 insertions, 0 deletions
diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h new file mode 100644 index 00000000000..cfb6321a918 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf.h @@ -0,0 +1,137 @@ +/* + * 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 __OSL_BSDF_H__ +#define __OSL_BSDF_H__ + +CCL_NAMESPACE_BEGIN + +__device float fresnel_dielectric(float eta, const float3 N, + const float3 I, float3 *R, float3 *T, +#ifdef __RAY_DIFFERENTIALS__ + const float3 dIdx, const float3 dIdy, + float3 *dRdx, float3 *dRdy, + float3 *dTdx, float3 *dTdy, +#endif + bool *is_inside) +{ + float cos = dot(N, I), neta; + float3 Nn; + // compute reflection + *R = (2 * cos)* N - I; +#ifdef __RAY_DIFFERENTIALS__ + *dRdx = (2 * dot(N, dIdx)) * N - dIdx; + *dRdy = (2 * dot(N, dIdy)) * N - dIdy; +#endif + // check which side of the surface we are on + if(cos > 0) { + // we are on the outside of the surface, going in + neta = 1 / eta; + Nn = N; + *is_inside = false; + } + else { + // we are inside the surface, + cos = -cos; + neta = eta; + Nn = -N; + *is_inside = true; + } + *R = (2 * cos)* Nn - I; + float arg = 1 -(neta * neta *(1 -(cos * cos))); + if(arg < 0) { + *T = make_float3(0.0f, 0.0f, 0.0f); +#ifdef __RAY_DIFFERENTIALS__ + *dTdx = make_float3(0.0f, 0.0f, 0.0f); + *dTdy = make_float3(0.0f, 0.0f, 0.0f); +#endif + return 1; // total internal reflection + } + else { + float dnp = sqrtf(arg); + float nK = (neta * cos)- dnp; + *T = -(neta * I)+(nK * Nn); +#ifdef __RAY_DIFFERENTIALS__ + *dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn; + *dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn; +#endif + // compute Fresnel terms + float cosTheta1 = cos; // N.R + float cosTheta2 = -dot(Nn, *T); + float pPara = (cosTheta1 - eta * cosTheta2)/(cosTheta1 + eta * cosTheta2); + float pPerp = (eta * cosTheta1 - cosTheta2)/(eta * cosTheta1 + cosTheta2); + return 0.5f * (pPara * pPara + pPerp * pPerp); + } +} + +__device float fresnel_dielectric_cos(float cosi, float eta) +{ + // compute fresnel reflectance without explicitly computing + // the refracted direction + float c = fabsf(cosi); + float g = eta * eta - 1 + c * c; + if(g > 0) { + g = sqrtf(g); + float A = (g - c)/(g + c); + float B = (c *(g + c)- 1)/(c *(g - c)+ 1); + return 0.5f * A * A *(1 + B * B); + } + return 1.0f; // TIR(no refracted component) +} + +__device float fresnel_conductor(float cosi, float eta, float k) +{ + float tmp_f = eta * eta + k * k; + float tmp = tmp_f * cosi * cosi; + float Rparl2 = (tmp - (2.0f * eta * cosi) + 1)/ + (tmp + (2.0f * eta * cosi) + 1); + float Rperp2 = (tmp_f - (2.0f * eta * cosi) + cosi * cosi)/ + (tmp_f + (2.0f * eta * cosi) + cosi * cosi); + return(Rparl2 + Rperp2) * 0.5f; +} + +__device float smooth_step(float edge0, float edge1, float x) +{ + float result; + if(x < edge0) result = 0.0f; + else if(x >= edge1) result = 1.0f; + else { + float t = (x - edge0)/(edge1 - edge0); + result = (3.0f-2.0f*t)*(t*t); + } + return result; +} + +CCL_NAMESPACE_END + +#endif /* __OSL_BSDF_H__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h new file mode 100644 index 00000000000..016fd73204e --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_ashikhmin_velvet.h @@ -0,0 +1,153 @@ +/* + * 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__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_diffuse.h b/intern/cycles/kernel/closure/bsdf_diffuse.h new file mode 100644 index 00000000000..88b40e3d479 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_diffuse.h @@ -0,0 +1,144 @@ +/* + * 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 */ + +__device int bsdf_diffuse_setup(ShaderClosure *sc) +{ + sc->type = CLOSURE_BSDF_DIFFUSE_ID; + return SD_BSDF|SD_BSDF_HAS_EVAL; +} + +__device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness) +{ +} + +__device float3 bsdf_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float3 N = sc->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); +} + +__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); +} + +__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) +{ + float3 N = sc->N; + + // 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); +#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; + *domega_in_dx *= 125.0f; + *domega_in_dy *= 125.0f; +#endif + } + else + *pdf = 0.0f; + + return LABEL_REFLECT|LABEL_DIFFUSE; +} + +/* TRANSLUCENT */ + +__device int bsdf_translucent_setup(ShaderClosure *sc) +{ + sc->type = CLOSURE_BSDF_TRANSLUCENT_ID; + return SD_BSDF|SD_BSDF_HAS_EVAL; +} + +__device void bsdf_translucent_blur(ShaderClosure *sc, float roughness) +{ +} + +__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); +} + +__device float3 bsdf_translucent_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float3 N = sc->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); +} + +__device float bsdf_translucent_albedo(const ShaderClosure *sc, const float3 I) +{ + return 1.0f; +} + +__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) +{ + float3 N = sc->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; + *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__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_microfacet.h b/intern/cycles/kernel/closure/bsdf_microfacet.h new file mode 100644 index 00000000000..f671e858481 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_microfacet.h @@ -0,0 +1,514 @@ +/* + * 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_MICROFACET_H__ +#define __BSDF_MICROFACET_H__ + +CCL_NAMESPACE_BEGIN + +/* GGX */ + +__device_inline float safe_sqrtf(float f) +{ + return sqrtf(max(f, 0.0f)); +} + +__device int bsdf_microfacet_ggx_setup(ShaderClosure *sc) +{ + float ag = sc->data0; + float eta = sc->data1; + + float m_ag = clamp(ag, 1e-4f, 1.0f); + float m_eta = eta; + + sc->data0 = m_ag; + sc->data1 = m_eta; + sc->type = CLOSURE_BSDF_MICROFACET_GGX_ID; + + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device int bsdf_microfacet_ggx_refraction_setup(ShaderClosure *sc) +{ + float ag = sc->data0; + float eta = sc->data1; + + float m_ag = clamp(ag, 1e-4f, 1.0f); + float m_eta = eta; + + sc->data0 = m_ag; + sc->data1 = m_eta; + sc->type = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; + + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device void bsdf_microfacet_ggx_blur(ShaderClosure *sc, float roughness) +{ + float m_ag = sc->data0; + m_ag = fmaxf(roughness, m_ag); + sc->data0 = m_ag; +} + +__device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_ag = sc->data0; + //float m_eta = sc->data1; + int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; + float3 N = sc->N; + + if(m_refractive) return make_float3 (0, 0, 0); + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + if(cosNI > 0 && cosNO > 0) { + // get half vector + float3 Hr = normalize(omega_in + I); + // eq. 20: (F*G*D)/(4*in*on) + // eq. 33: first we calculate D(m) with m=Hr: + float alpha2 = m_ag * m_ag; + float cosThetaM = dot(N, Hr); + float cosThetaM2 = cosThetaM * cosThetaM; + float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2)); + // eq. 34: now calculate G1(i,m) and G1(o,m) + float G1o = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO))); + float G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI))); + float G = G1o * G1i; + float out = (G * D) * 0.25f / cosNO; + // eq. 24 + float pm = D * cosThetaM; + // convert into pdf of the sampled direction + // eq. 38 - but see also: + // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf + *pdf = pm * 0.25f / dot(Hr, I); + return make_float3 (out, out, out); + } + return make_float3 (0, 0, 0); +} + +__device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_ag = sc->data0; + float m_eta = sc->data1; + int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; + float3 N = sc->N; + + if(!m_refractive) return make_float3 (0, 0, 0); + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + if(cosNO <= 0 || cosNI >= 0) + return make_float3 (0, 0, 0); // vectors on same side -- not possible + // compute half-vector of the refraction (eq. 16) + float3 ht = -(m_eta * omega_in + I); + float3 Ht = normalize(ht); + float cosHO = dot(Ht, I); + + float cosHI = dot(Ht, omega_in); + // eq. 33: first we calculate D(m) with m=Ht: + float alpha2 = m_ag * m_ag; + float cosThetaM = dot(N, Ht); + float cosThetaM2 = cosThetaM * cosThetaM; + float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2)); + // eq. 34: now calculate G1(i,m) and G1(o,m) + float G1o = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO))); + float G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI))); + float G = G1o * G1i; + // probability + float invHt2 = 1 / dot(ht, ht); + *pdf = D * fabsf(cosThetaM) * (fabsf(cosHI) * (m_eta * m_eta)) * invHt2; + float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D) * invHt2) / cosNO; + return make_float3 (out, out, out); +} + +__device int bsdf_microfacet_ggx_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_ag = sc->data0; + float m_eta = sc->data1; + int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; + float3 N = sc->N; + + float cosNO = dot(N, I); + if(cosNO > 0) { + float3 X, Y, Z = N; + make_orthonormals(Z, &X, &Y); + // generate a random microfacet normal m + // eq. 35,36: + // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) + //tttt and sin(atan(x)) == x/sqrt(1+x^2) + float alpha2 = m_ag * m_ag; + float tanThetaM2 = alpha2 * randu / (1 - randu); + float cosThetaM = 1 / safe_sqrtf(1 + tanThetaM2); + float sinThetaM = cosThetaM * safe_sqrtf(tanThetaM2); + float phiM = 2 * M_PI_F * randv; + float3 m = (cosf(phiM) * sinThetaM) * X + + (sinf(phiM) * sinThetaM) * Y + + cosThetaM * Z; + if(!m_refractive) { + float cosMO = dot(m, I); + if(cosMO > 0) { + // eq. 39 - compute actual reflected direction + *omega_in = 2 * cosMO * m - I; + if(dot(Ng, *omega_in) > 0) { + // microfacet normal is visible to this ray + // eq. 33 + float cosThetaM2 = cosThetaM * cosThetaM; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2)); + // eq. 24 + float pm = D * cosThetaM; + // convert into pdf of the sampled direction + // eq. 38 - but see also: + // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf + *pdf = pm * 0.25f / cosMO; + // eval BRDF*cosNI + float cosNI = dot(N, *omega_in); + // eq. 34: now calculate G1(i,m) and G1(o,m) + float G1o = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO))); + float G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI))); + float G = G1o * G1i; + // eq. 20: (F*G*D)/(4*in*on) + float out = (G * D) * 0.25f / cosNO; + *eval = make_float3(out, out, out); +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = (2 * dot(m, dIdx)) * m - dIdx; + *domega_in_dy = (2 * dot(m, dIdy)) * m - dIdy; + // Since there is some blur to this reflection, make the + // derivatives a bit bigger. In theory this varies with the + // roughness but the exact relationship is complex and + // requires more ops than are practical. + *domega_in_dx *= 10.0f; + *domega_in_dy *= 10.0f; +#endif + } + } + } + else { + // CAUTION: the i and o variables are inverted relative to the paper + // eq. 39 - compute actual refractive direction + float3 R, T; +#ifdef __RAY_DIFFERENTIALS__ + float3 dRdx, dRdy, dTdx, dTdy; +#endif + bool inside; + fresnel_dielectric(m_eta, m, I, &R, &T, +#ifdef __RAY_DIFFERENTIALS__ + dIdx, dIdy, &dRdx, &dRdy, &dTdx, &dTdy, +#endif + &inside); + + if(!inside) { + *omega_in = T; +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = dTdx; + *domega_in_dy = dTdy; +#endif + // eq. 33 + float cosThetaM2 = cosThetaM * cosThetaM; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2)); + // eq. 24 + float pm = D * cosThetaM; + // eval BRDF*cosNI + float cosNI = dot(N, *omega_in); + // eq. 34: now calculate G1(i,m) and G1(o,m) + float G1o = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO))); + float G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI))); + float G = G1o * G1i; + // eq. 21 + float cosHI = dot(m, *omega_in); + float cosHO = dot(m, I); + float Ht2 = m_eta * cosHI + cosHO; + Ht2 *= Ht2; + float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D)) / (cosNO * Ht2); + // eq. 38 and eq. 17 + *pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2; + *eval = make_float3(out, out, out); +#ifdef __RAY_DIFFERENTIALS__ + // Since there is some blur to this refraction, make the + // derivatives a bit bigger. In theory this varies with the + // roughness but the exact relationship is complex and + // requires more ops than are practical. + *domega_in_dx *= 10.0f; + *domega_in_dy *= 10.0f; +#endif + } + } + } + return (m_refractive) ? LABEL_TRANSMIT|LABEL_GLOSSY : LABEL_REFLECT|LABEL_GLOSSY; +} + +/* BECKMANN */ + +__device int bsdf_microfacet_beckmann_setup(ShaderClosure *sc) +{ + float ab = sc->data0; + float eta = sc->data1; + float m_ab = clamp(ab, 1e-4f, 1.0f); + float m_eta = eta; + + sc->data0 = m_ab; + sc->data1 = m_eta; + + sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_ID; + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device int bsdf_microfacet_beckmann_refraction_setup(ShaderClosure *sc) +{ + float ab = sc->data0; + float eta = sc->data1; + float m_ab = clamp(ab, 1e-4f, 1.0f); + float m_eta = eta; + + sc->data0 = m_ab; + sc->data1 = m_eta; + + sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device void bsdf_microfacet_beckmann_blur(ShaderClosure *sc, float roughness) +{ + float m_ab = sc->data0; + m_ab = fmaxf(roughness, m_ab); + sc->data0 = m_ab; +} + +__device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_ab = sc->data0; + //float m_eta = sc->data1; + int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; + float3 N = sc->N; + + if(m_refractive) return make_float3 (0, 0, 0); + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + if(cosNO > 0 && cosNI > 0) { + // get half vector + float3 Hr = normalize(omega_in + I); + // eq. 20: (F*G*D)/(4*in*on) + // eq. 25: first we calculate D(m) with m=Hr: + float alpha2 = m_ab * m_ab; + float cosThetaM = dot(N, Hr); + float cosThetaM2 = cosThetaM * cosThetaM; + float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4); + // eq. 26, 27: now calculate G1(i,m) and G1(o,m) + float ao = 1 / (m_ab * safe_sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO))); + float ai = 1 / (m_ab * safe_sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI))); + float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f; + float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f; + float G = G1o * G1i; + float out = (G * D) * 0.25f / cosNO; + // eq. 24 + float pm = D * cosThetaM; + // convert into pdf of the sampled direction + // eq. 38 - but see also: + // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf + *pdf = pm * 0.25f / dot(Hr, I); + return make_float3 (out, out, out); + } + return make_float3 (0, 0, 0); +} + +__device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_ab = sc->data0; + float m_eta = sc->data1; + int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; + float3 N = sc->N; + + if(!m_refractive) return make_float3 (0, 0, 0); + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + if(cosNO <= 0 || cosNI >= 0) + return make_float3 (0, 0, 0); + // compute half-vector of the refraction (eq. 16) + float3 ht = -(m_eta * omega_in + I); + float3 Ht = normalize(ht); + float cosHO = dot(Ht, I); + + float cosHI = dot(Ht, omega_in); + // eq. 33: first we calculate D(m) with m=Ht: + float alpha2 = m_ab * m_ab; + float cosThetaM = dot(N, Ht); + float cosThetaM2 = cosThetaM * cosThetaM; + float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4); + // eq. 26, 27: now calculate G1(i,m) and G1(o,m) + float ao = 1 / (m_ab * safe_sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO))); + float ai = 1 / (m_ab * safe_sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI))); + float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f; + float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f; + float G = G1o * G1i; + // probability + float invHt2 = 1 / dot(ht, ht); + *pdf = D * fabsf(cosThetaM) * (fabsf(cosHI) * (m_eta * m_eta)) * invHt2; + float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D) * invHt2) / cosNO; + return make_float3 (out, out, out); +} + +__device int bsdf_microfacet_beckmann_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_ab = sc->data0; + float m_eta = sc->data1; + int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; + float3 N = sc->N; + + float cosNO = dot(N, I); + if(cosNO > 0) { + float3 X, Y, Z = N; + make_orthonormals(Z, &X, &Y); + // generate a random microfacet normal m + // eq. 35,36: + // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) + //tttt and sin(atan(x)) == x/sqrt(1+x^2) + float alpha2 = m_ab * m_ab; + float tanThetaM = safe_sqrtf(-alpha2 * logf(1 - randu)); + float cosThetaM = 1 / safe_sqrtf(1 + tanThetaM * tanThetaM); + float sinThetaM = cosThetaM * tanThetaM; + float phiM = 2 * M_PI_F * randv; + float3 m = (cosf(phiM) * sinThetaM) * X + + (sinf(phiM) * sinThetaM) * Y + + cosThetaM * Z; + + if(!m_refractive) { + float cosMO = dot(m, I); + if(cosMO > 0) { + // eq. 39 - compute actual reflected direction + *omega_in = 2 * cosMO * m - I; + if(dot(Ng, *omega_in) > 0) { + // microfacet normal is visible to this ray + // eq. 25 + float cosThetaM2 = cosThetaM * cosThetaM; + float tanThetaM2 = tanThetaM * tanThetaM; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4); + // eq. 24 + float pm = D * cosThetaM; + // convert into pdf of the sampled direction + // eq. 38 - but see also: + // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf + *pdf = pm * 0.25f / cosMO; + // Eval BRDF*cosNI + float cosNI = dot(N, *omega_in); + // eq. 26, 27: now calculate G1(i,m) and G1(o,m) + float ao = 1 / (m_ab * safe_sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO))); + float ai = 1 / (m_ab * safe_sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI))); + float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f; + float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f; + float G = G1o * G1i; + // eq. 20: (F*G*D)/(4*in*on) + float out = (G * D) * 0.25f / cosNO; + *eval = make_float3(out, out, out); +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = (2 * dot(m, dIdx)) * m - dIdx; + *domega_in_dy = (2 * dot(m, dIdy)) * m - dIdy; + // Since there is some blur to this reflection, make the + // derivatives a bit bigger. In theory this varies with the + // roughness but the exact relationship is complex and + // requires more ops than are practical. + *domega_in_dx *= 10.0f; + *domega_in_dy *= 10.0f; +#endif + } + } + } + else { + // CAUTION: the i and o variables are inverted relative to the paper + // eq. 39 - compute actual refractive direction + float3 R, T; +#ifdef __RAY_DIFFERENTIALS__ + float3 dRdx, dRdy, dTdx, dTdy; +#endif + bool inside; + fresnel_dielectric(m_eta, m, I, &R, &T, +#ifdef __RAY_DIFFERENTIALS__ + dIdx, dIdy, &dRdx, &dRdy, &dTdx, &dTdy, +#endif + &inside); + + if(!inside) { + *omega_in = T; +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = dTdx; + *domega_in_dy = dTdy; +#endif + + // eq. 33 + float cosThetaM2 = cosThetaM * cosThetaM; + float tanThetaM2 = tanThetaM * tanThetaM; + float cosThetaM4 = cosThetaM2 * cosThetaM2; + float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4); + // eq. 24 + float pm = D * cosThetaM; + // eval BRDF*cosNI + float cosNI = dot(N, *omega_in); + // eq. 26, 27: now calculate G1(i,m) and G1(o,m) + float ao = 1 / (m_ab * safe_sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO))); + float ai = 1 / (m_ab * safe_sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI))); + float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f; + float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f; + float G = G1o * G1i; + // eq. 21 + float cosHI = dot(m, *omega_in); + float cosHO = dot(m, I); + float Ht2 = m_eta * cosHI + cosHO; + Ht2 *= Ht2; + float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D)) / (cosNO * Ht2); + // eq. 38 and eq. 17 + *pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2; + *eval = make_float3(out, out, out); +#ifdef __RAY_DIFFERENTIALS__ + // Since there is some blur to this refraction, make the + // derivatives a bit bigger. In theory this varies with the + // roughness but the exact relationship is complex and + // requires more ops than are practical. + *domega_in_dx *= 10.0f; + *domega_in_dy *= 10.0f; +#endif + } + } + } + return (m_refractive) ? LABEL_TRANSMIT|LABEL_GLOSSY : LABEL_REFLECT|LABEL_GLOSSY; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_MICROFACET_H__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_oren_nayar.h b/intern/cycles/kernel/closure/bsdf_oren_nayar.h new file mode 100644 index 00000000000..066937da6eb --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_oren_nayar.h @@ -0,0 +1,99 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#ifndef __BSDF_OREN_NAYAR_H__ +#define __BSDF_OREN_NAYAR_H__ + +CCL_NAMESPACE_BEGIN + +__device float3 bsdf_oren_nayar_get_intensity(const ShaderClosure *sc, float3 n, float3 v, float3 l) +{ + float nl = max(dot(n, l), 0.0f); + float nv = max(dot(n, v), 0.0f); + float t = dot(l, v) - nl * nv; + + if (t > 0.0f) + t /= max(nl, nv) + FLT_MIN; + float is = nl * (sc->data0 + sc->data1 * t); + return make_float3(is, is, is); +} + +__device int bsdf_oren_nayar_setup(ShaderClosure *sc) +{ + float sigma = sc->data0; + + sc->type = CLOSURE_BSDF_OREN_NAYAR_ID; + + sigma = clamp(sigma, 0.0f, 1.0f); + + float div = 1.0f / (M_PI_F + ((3.0f * M_PI_F - 4.0f) / 6.0f) * sigma); + + sc->data0 = 1.0f * div; + sc->data1 = sigma * div; + + return SD_BSDF | SD_BSDF_HAS_EVAL; +} + +__device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness) +{ +} + +__device float3 bsdf_oren_nayar_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + if (dot(sc->N, omega_in) > 0.0f) { + *pdf = 0.5f * M_1_PI_F; + return bsdf_oren_nayar_get_intensity(sc, sc->N, I, omega_in); + } + else { + *pdf = 0.0f; + return make_float3(0.0f, 0.0f, 0.0f); + } +} + +__device float3 bsdf_oren_nayar_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_oren_nayar_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) +{ + sample_uniform_hemisphere(sc->N, randu, randv, omega_in, pdf); + + if (dot(Ng, *omega_in) > 0.0f) { + *eval = bsdf_oren_nayar_get_intensity(sc, sc->N, I, *omega_in); + +#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 *= 125.0f; + *domega_in_dy *= 125.0f; +#endif + } + else { + *pdf = 0.0f; + *eval = make_float3(0.0f, 0.0f, 0.0f); + } + + return LABEL_REFLECT | LABEL_DIFFUSE; +} + + +CCL_NAMESPACE_END + +#endif /* __BSDF_OREN_NAYAR_H__ */ diff --git a/intern/cycles/kernel/closure/bsdf_reflection.h b/intern/cycles/kernel/closure/bsdf_reflection.h new file mode 100644 index 00000000000..9356f950d98 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_reflection.h @@ -0,0 +1,84 @@ +/* + * 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_REFLECTION_H__ +#define __BSDF_REFLECTION_H__ + +CCL_NAMESPACE_BEGIN + +/* REFLECTION */ + +__device int bsdf_reflection_setup(ShaderClosure *sc) +{ + sc->type = CLOSURE_BSDF_REFLECTION_ID; + return SD_BSDF; +} + +__device void bsdf_reflection_blur(ShaderClosure *sc, float roughness) +{ +} + +__device float3 bsdf_reflection_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + return make_float3(0.0f, 0.0f, 0.0f); +} + +__device float3 bsdf_reflection_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_reflection_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 BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data; + float3 N = sc->N; + + // only one direction is possible + float cosNO = dot(N, I); + if(cosNO > 0) { + *omega_in = (2 * cosNO) * N - I; + if(dot(Ng, *omega_in) > 0) { +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = 2 * dot(N, dIdx) * N - dIdx; + *domega_in_dy = 2 * dot(N, dIdy) * N - dIdy; +#endif + *pdf = 1; + *eval = make_float3(1, 1, 1); + } + } + return LABEL_REFLECT|LABEL_SINGULAR; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_REFLECTION_H__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_refraction.h b/intern/cycles/kernel/closure/bsdf_refraction.h new file mode 100644 index 00000000000..ef79d6cc259 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_refraction.h @@ -0,0 +1,91 @@ +/* + * 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_REFRACTION_H__ +#define __BSDF_REFRACTION_H__ + +CCL_NAMESPACE_BEGIN + +/* REFRACTION */ + +__device int bsdf_refraction_setup(ShaderClosure *sc) +{ + sc->type = CLOSURE_BSDF_REFRACTION_ID; + return SD_BSDF; +} + +__device void bsdf_refraction_blur(ShaderClosure *sc, float roughness) +{ +} + +__device float3 bsdf_refraction_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + return make_float3(0.0f, 0.0f, 0.0f); +} + +__device float3 bsdf_refraction_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_refraction_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_eta = sc->data0; + float3 N = sc->N; + + float3 R, T; +#ifdef __RAY_DIFFERENTIALS__ + float3 dRdx, dRdy, dTdx, dTdy; +#endif + bool inside; + fresnel_dielectric(m_eta, N, I, &R, &T, +#ifdef __RAY_DIFFERENTIALS__ + dIdx, dIdy, &dRdx, &dRdy, &dTdx, &dTdy, +#endif + &inside); + + if(!inside) { + *pdf = 1; + *eval = make_float3(1.0f, 1.0f, 1.0f); + *omega_in = T; +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = dTdx; + *domega_in_dy = dTdy; +#endif + } + return LABEL_TRANSMIT|LABEL_SINGULAR; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_REFRACTION_H__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_transparent.h b/intern/cycles/kernel/closure/bsdf_transparent.h new file mode 100644 index 00000000000..81bc7690b50 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_transparent.h @@ -0,0 +1,74 @@ +/* + * 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_TRANSPARENT_H__ +#define __BSDF_TRANSPARENT_H__ + +CCL_NAMESPACE_BEGIN + +__device int bsdf_transparent_setup(ShaderClosure *sc) +{ + sc->type = CLOSURE_BSDF_TRANSPARENT_ID; + return SD_BSDF; +} + +__device void bsdf_transparent_blur(ShaderClosure *sc, float roughness) +{ +} + +__device float3 bsdf_transparent_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + return make_float3(0.0f, 0.0f, 0.0f); +} + +__device float3 bsdf_transparent_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_transparent_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) +{ + // only one direction is possible + *omega_in = -I; +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = -dIdx; + *domega_in_dy = -dIdy; +#endif + *pdf = 1; + *eval = make_float3(1, 1, 1); + return LABEL_TRANSMIT|LABEL_TRANSPARENT; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_TRANSPARENT_H__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_ward.h b/intern/cycles/kernel/closure/bsdf_ward.h new file mode 100644 index 00000000000..9c81548a2c3 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_ward.h @@ -0,0 +1,195 @@ +/* + * 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_WARD_H__ +#define __BSDF_WARD_H__ + +CCL_NAMESPACE_BEGIN + +/* WARD */ + +__device int bsdf_ward_setup(ShaderClosure *sc) +{ + float ax = sc->data0; + float ay = sc->data1; + + float m_ax = clamp(ax, 1e-4f, 1.0f); + float m_ay = clamp(ay, 1e-4f, 1.0f); + + sc->data0 = m_ax; + sc->data1 = m_ay; + + sc->type = CLOSURE_BSDF_WARD_ID; + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device void bsdf_ward_blur(ShaderClosure *sc, float roughness) +{ + sc->data0 = fmaxf(roughness, sc->data0); + sc->data1 = fmaxf(roughness, sc->data1); +} + +__device float3 bsdf_ward_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_ax = sc->data0; + float m_ay = sc->data1; + float3 N = sc->N; + float3 T = sc->T; + + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + + if(cosNI > 0 && cosNO > 0) { + // get half vector and get x,y basis on the surface for anisotropy + float3 H = normalize(omega_in + I); // normalize needed for pdf + float3 X, Y; + make_orthonormals_tangent(N, T, &X, &Y); + // eq. 4 + float dotx = dot(H, X) / m_ax; + float doty = dot(H, Y) / m_ay; + float dotn = dot(H, N); + float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn); + float denom = (4 * M_PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI)); + float exp_val = expf(-exp_arg); + float out = cosNI * exp_val / denom; + float oh = dot(H, I); + denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn; + *pdf = exp_val / denom; + return make_float3 (out, out, out); + } + + return make_float3 (0, 0, 0); +} + +__device float3 bsdf_ward_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_ward_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_ax = sc->data0; + float m_ay = sc->data1; + float3 N = sc->N; + float3 T = sc->T; + + float cosNO = dot(N, I); + if(cosNO > 0) { + // get x,y basis on the surface for anisotropy + float3 X, Y; + make_orthonormals_tangent(N, T, &X, &Y); + // generate random angles for the half vector + // eq. 7 (taking care around discontinuities to keep + //ttoutput angle in the right quadrant) + // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) + //tttt and sin(atan(x)) == x/sqrt(1+x^2) + float alphaRatio = m_ay / m_ax; + float cosPhi, sinPhi; + if(randu < 0.25f) { + float val = 4 * randu; + float tanPhi = alphaRatio * tanf(M_PI_2_F * val); + cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi); + sinPhi = tanPhi * cosPhi; + } + else if(randu < 0.5f) { + float val = 1 - 4 * (0.5f - randu); + float tanPhi = alphaRatio * tanf(M_PI_2_F * val); + // phi = M_PI_F - phi; + cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi); + sinPhi = -tanPhi * cosPhi; + } + else if(randu < 0.75f) { + float val = 4 * (randu - 0.5f); + float tanPhi = alphaRatio * tanf(M_PI_2_F * val); + //phi = M_PI_F + phi; + cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi); + sinPhi = tanPhi * cosPhi; + } + else { + float val = 1 - 4 * (1 - randu); + float tanPhi = alphaRatio * tanf(M_PI_2_F * val); + // phi = 2 * M_PI_F - phi; + cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi); + sinPhi = -tanPhi * cosPhi; + } + // eq. 6 + // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) + //tttt and sin(atan(x)) == x/sqrt(1+x^2) + float thetaDenom = (cosPhi * cosPhi) / (m_ax * m_ax) + (sinPhi * sinPhi) / (m_ay * m_ay); + float tanTheta2 = -logf(1 - randv) / thetaDenom; + float cosTheta = 1 / sqrtf(1 + tanTheta2); + float sinTheta = cosTheta * sqrtf(tanTheta2); + + float3 h; // already normalized becaused expressed from spherical coordinates + h.x = sinTheta * cosPhi; + h.y = sinTheta * sinPhi; + h.z = cosTheta; + // compute terms that are easier in local space + float dotx = h.x / m_ax; + float doty = h.y / m_ay; + float dotn = h.z; + // transform to world space + h = h.x * X + h.y * Y + h.z * N; + // generate the final sample + float oh = dot(h, I); + *omega_in = 2.0f * oh * h - I; + if(dot(Ng, *omega_in) > 0) { + float cosNI = dot(N, *omega_in); + if(cosNI > 0) { + // eq. 9 + float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn); + float denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn; + *pdf = expf(-exp_arg) / denom; + // compiler will reuse expressions already computed + denom = (4 * M_PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI)); + float power = cosNI * expf(-exp_arg) / denom; + *eval = make_float3(power, power, power); +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx; + *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy; + // Since there is some blur to this reflection, make the + // derivatives a bit bigger. In theory this varies with the + // roughness but the exact relationship is complex and + // requires more ops than are practical. + *domega_in_dx *= 10.0f; + *domega_in_dy *= 10.0f; +#endif + } + } + } + return LABEL_REFLECT|LABEL_GLOSSY; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_WARD_H__ */ + diff --git a/intern/cycles/kernel/closure/bsdf_westin.h b/intern/cycles/kernel/closure/bsdf_westin.h new file mode 100644 index 00000000000..968173208b4 --- /dev/null +++ b/intern/cycles/kernel/closure/bsdf_westin.h @@ -0,0 +1,192 @@ +/* + * 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_WESTIN_H__ +#define __BSDF_WESTIN_H__ + +CCL_NAMESPACE_BEGIN + +/* WESTIN BACKSCATTER */ + +__device int bsdf_westin_backscatter_setup(ShaderClosure *sc) +{ + float roughness = sc->data0; + roughness = clamp(roughness, 1e-5f, 1.0f); + float m_invroughness = 1.0f/roughness; + + sc->type = CLOSURE_BSDF_WESTIN_BACKSCATTER_ID; + sc->data0 = m_invroughness; + + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device void bsdf_westin_backscatter_blur(ShaderClosure *sc, float roughness) +{ + float m_invroughness = sc->data0; + m_invroughness = min(1.0f/roughness, m_invroughness); + sc->data0 = m_invroughness; +} + +__device float3 bsdf_westin_backscatter_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_invroughness = sc->data0; + float3 N = sc->N; + + // pdf is implicitly 0 (no indirect sampling) + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + if(cosNO > 0 && cosNI > 0) { + float cosine = dot(I, omega_in); + *pdf = cosine > 0 ? (m_invroughness + 1) * powf(cosine, m_invroughness) : 0; + *pdf *= 0.5f * M_1_PI_F; + return make_float3 (*pdf, *pdf, *pdf); + } + return make_float3 (0, 0, 0); +} + +__device float3 bsdf_westin_backscatter_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_westin_backscatter_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_invroughness = sc->data0; + float3 N = sc->N; + + float cosNO = dot(N, I); + if(cosNO > 0) { +#ifdef __RAY_DIFFERENTIALS__ + *domega_in_dx = dIdx; + *domega_in_dy = dIdy; +#endif + float3 T, B; + make_orthonormals (I, &T, &B); + float phi = 2 * M_PI_F * randu; + float cosTheta = powf(randv, 1 / (m_invroughness + 1)); + float sinTheta2 = 1 - cosTheta * cosTheta; + float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0; + *omega_in = (cosf(phi) * sinTheta) * T + + (sinf(phi) * sinTheta) * B + + (cosTheta) * I; + if(dot(Ng, *omega_in) > 0) + { + // common terms for pdf and eval + float cosNI = dot(N, *omega_in); + // make sure the direction we chose is still in the right hemisphere + if(cosNI > 0) + { + *pdf = 0.5f * M_1_PI_F * powf(cosTheta, m_invroughness); + *pdf = (m_invroughness + 1) * (*pdf); + *eval = make_float3(*pdf, *pdf, *pdf); +#ifdef __RAY_DIFFERENTIALS__ + // Since there is some blur to this reflection, make the + // derivatives a bit bigger. In theory this varies with the + // exponent but the exact relationship is complex and + // requires more ops than are practical. + *domega_in_dx *= 10.0f; + *domega_in_dy *= 10.0f; +#endif + } + } + } + return LABEL_REFLECT|LABEL_GLOSSY; +} + +/* WESTIN SHEEN */ + +__device int bsdf_westin_sheen_setup(ShaderClosure *sc) +{ + float edginess = sc->data0; + sc->type = CLOSURE_BSDF_WESTIN_SHEEN_ID; + sc->data0 = edginess; + return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; +} + +__device void bsdf_westin_sheen_blur(ShaderClosure *sc, float roughness) +{ +} + +__device float3 bsdf_westin_sheen_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +{ + float m_edginess = sc->data0; + float3 N = sc->N; + + // pdf is implicitly 0 (no indirect sampling) + float cosNO = dot(N, I); + float cosNI = dot(N, omega_in); + if(cosNO > 0 && cosNI > 0) { + float sinNO2 = 1 - cosNO * cosNO; + *pdf = cosNI * M_1_PI_F; + float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * (*pdf) : 0; + return make_float3 (westin, westin, westin); + } + return make_float3 (0, 0, 0); +} + +__device float3 bsdf_westin_sheen_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_westin_sheen_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_edginess = sc->data0; + float3 N = sc->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) { + // TODO: account for sheen when sampling + float cosNO = dot(N, I); + float sinNO2 = 1 - cosNO * cosNO; + float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * (*pdf) : 0; + *eval = make_float3(westin, westin, westin); +#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; + *domega_in_dx *= 125.0f; + *domega_in_dy *= 125.0f; +#endif + } + else { + pdf = 0; + } + return LABEL_REFLECT|LABEL_DIFFUSE; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_WESTIN_H__ */ + diff --git a/intern/cycles/kernel/closure/emissive.h b/intern/cycles/kernel/closure/emissive.h new file mode 100644 index 00000000000..cbf9d9a4efb --- /dev/null +++ b/intern/cycles/kernel/closure/emissive.h @@ -0,0 +1,65 @@ +/* + * 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. + */ + +CCL_NAMESPACE_BEGIN + +/* EMISSION CLOSURE */ + +/* return the probability distribution function in the direction I, + * given the parameters and the light's surface normal. This MUST match + * the PDF computed by sample(). */ +__device float emissive_pdf(const float3 Ng, const float3 I) +{ + float cosNO = fabsf(dot(Ng, I)); + return (cosNO > 0.0f)? 1.0f: 0.0f; +} + +__device void emissive_sample(const float3 Ng, float randu, float randv, + float3 *omega_out, float *pdf) +{ + /* todo: not implemented and used yet */ +} + +__device float3 emissive_eval(const float3 Ng, const float3 I) +{ + float res = emissive_pdf(Ng, I); + + return make_float3(res, res, res); +} + +__device float3 svm_emissive_eval(ShaderData *sd, ShaderClosure *sc) +{ + return emissive_eval(sd->Ng, sd->I); +} + +CCL_NAMESPACE_END + diff --git a/intern/cycles/kernel/closure/volume.h b/intern/cycles/kernel/closure/volume.h new file mode 100644 index 00000000000..734f9111ab6 --- /dev/null +++ b/intern/cycles/kernel/closure/volume.h @@ -0,0 +1,76 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +CCL_NAMESPACE_BEGIN + +/* note: the interfaces here are just as an example, need to figure + * out the right functions and parameters to use */ + +/* ISOTROPIC VOLUME CLOSURE */ + +__device int volume_isotropic_setup(ShaderClosure *sc, float density) +{ + sc->type = CLOSURE_VOLUME_ISOTROPIC_ID; + sc->data0 = density; + + return SD_VOLUME; +} + +__device float3 volume_isotropic_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out) +{ + return make_float3(1.0f, 1.0f, 1.0f); +} + +/* TRANSPARENT VOLUME CLOSURE */ + +__device int volume_transparent_setup(ShaderClosure *sc, float density) +{ + sc->type = CLOSURE_VOLUME_TRANSPARENT_ID; + sc->data0 = density; + + return SD_VOLUME; +} + +__device float3 volume_transparent_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out) +{ + return make_float3(1.0f, 1.0f, 1.0f); +} + +/* VOLUME CLOSURE */ + +__device float3 volume_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out) +{ + float3 eval; + + switch(sc->type) { + case CLOSURE_VOLUME_ISOTROPIC_ID: + eval = volume_isotropic_eval_phase(sc, omega_in, omega_out); + break; + case CLOSURE_VOLUME_TRANSPARENT_ID: + eval = volume_transparent_eval_phase(sc, omega_in, omega_out); + break; + default: + eval = make_float3(0.0f, 0.0f, 0.0f); + break; + } + + return eval; +} + +CCL_NAMESPACE_END + |