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Diffstat (limited to 'intern/cycles/kernel/osl/bsdf_ward.cpp')
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diff --git a/intern/cycles/kernel/osl/bsdf_ward.cpp b/intern/cycles/kernel/osl/bsdf_ward.cpp
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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.
+ */
+
+#include <OpenImageIO/fmath.h>
+
+#include <OSL/genclosure.h>
+
+#include "osl_closures.h"
+
+#include "util_math.h"
+
+CCL_NAMESPACE_BEGIN
+
+using namespace OSL;
+
+// anisotropic ward - leaks energy at grazing angles
+// see http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+class WardClosure : public BSDFClosure {
+public:
+ Vec3 m_N;
+ Vec3 m_T;
+ float m_ax, m_ay;
+ WardClosure() : BSDFClosure(Labels::GLOSSY) { }
+
+ void setup()
+ {
+ m_ax = clamp(m_ax, 1e-5f, 1.0f);
+ m_ay = clamp(m_ay, 1e-5f, 1.0f);
+ }
+
+ bool mergeable (const ClosurePrimitive *other) const {
+ const WardClosure *comp = (const WardClosure *)other;
+ return m_N == comp->m_N && m_T == comp->m_T &&
+ m_ax == comp->m_ax && m_ay == comp->m_ay &&
+ BSDFClosure::mergeable(other);
+ }
+
+ size_t memsize () const { return sizeof(*this); }
+
+ const char *name () const { return "ward"; }
+
+ void print_on (std::ostream &out) const {
+ out << name() << " ((";
+ out << m_N[0] << ", " << m_N[1] << ", " << m_N[2] << "), (";
+ out << m_T[0] << ", " << m_T[1] << ", " << m_T[2] << "), ";
+ out << m_ax << ", " << m_ay << ")";
+ }
+
+ float albedo (const Vec3 &omega_out) const
+ {
+ return 1.0f;
+ }
+
+ Color3 eval_reflect (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ float cosNI = m_N.dot(omega_in);
+ if (cosNI > 0 && cosNO > 0) {
+ // get half vector and get x,y basis on the surface for anisotropy
+ Vec3 H = omega_in + omega_out;
+ H.normalize(); // normalize needed for pdf
+ Vec3 X, Y;
+ make_orthonormals(m_N, m_T, X, Y);
+ // eq. 4
+ float dotx = H.dot(X) / m_ax;
+ float doty = H.dot(Y) / m_ay;
+ float dotn = H.dot(m_N);
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = (4 * (float) M_PI * m_ax * m_ay * sqrtf(cosNO * cosNI));
+ float exp_val = expf(-exp_arg);
+ float out = cosNI * exp_val / denom;
+ float oh = H.dot(omega_out);
+ denom = 4 * (float) M_PI * m_ax * m_ay * oh * dotn * dotn * dotn;
+ pdf = exp_val / denom;
+ return Color3 (out, out, out);
+ }
+ return Color3 (0, 0, 0);
+ }
+
+ Color3 eval_transmit (const Vec3 &omega_out, const Vec3 &omega_in, float& pdf) const
+ {
+ return Color3 (0, 0, 0);
+ }
+
+ ustring sample (const Vec3 &Ng,
+ const Vec3 &omega_out, const Vec3 &domega_out_dx, const Vec3 &domega_out_dy,
+ float randu, float randv,
+ Vec3 &omega_in, Vec3 &domega_in_dx, Vec3 &domega_in_dy,
+ float &pdf, Color3 &eval) const
+ {
+ float cosNO = m_N.dot(omega_out);
+ if (cosNO > 0) {
+ // get x,y basis on the surface for anisotropy
+ Vec3 X, Y;
+ make_orthonormals(m_N, m_T, X, Y);
+ // generate random angles for the half vector
+ // eq. 7 (taking care around discontinuities to keep
+ // output angle in the right quadrant)
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ // 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((float) M_PI_2 * val);
+ cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = tanPhi * cosPhi;
+ } else if (randu < 0.5) {
+ float val = 1 - 4 * (0.5f - randu);
+ float tanPhi = alphaRatio * tanf((float) M_PI_2 * val);
+ // phi = (float) M_PI - 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((float) M_PI_2 * val);
+ //phi = (float) M_PI + phi;
+ cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = tanPhi * cosPhi;
+ } else {
+ float val = 1 - 4 * (1 - randu);
+ float tanPhi = alphaRatio * tanf((float) M_PI_2 * val);
+ // phi = 2 * (float) M_PI - phi;
+ cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = -tanPhi * cosPhi;
+ }
+ // eq. 6
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ // 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);
+
+ Vec3 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 * m_N;
+ // generate the final sample
+ float oh = h.dot(omega_out);
+ omega_in.x = 2 * oh * h.x - omega_out.x;
+ omega_in.y = 2 * oh * h.y - omega_out.y;
+ omega_in.z = 2 * oh * h.z - omega_out.z;
+ if (Ng.dot(omega_in) > 0) {
+ float cosNI = m_N.dot(omega_in);
+ if (cosNI > 0) {
+ // eq. 9
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = 4 * (float) M_PI * m_ax * m_ay * oh * dotn * dotn * dotn;
+ pdf = expf(-exp_arg) / denom;
+ // compiler will reuse expressions already computed
+ denom = (4 * (float) M_PI * m_ax * m_ay * sqrtf(cosNO * cosNI));
+ float power = cosNI * expf(-exp_arg) / denom;
+ eval.setValue(power, power, power);
+ domega_in_dx = (2 * m_N.dot(domega_out_dx)) * m_N - domega_out_dx;
+ domega_in_dy = (2 * m_N.dot(domega_out_dy)) * m_N - domega_out_dy;
+
+ /* disabled for now - gives texture filtering problems */
+#if 0
+ // 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;
+ domega_in_dy *= 10;
+#endif
+ }
+ }
+ }
+ return Labels::REFLECT;
+ }
+};
+
+
+
+ClosureParam bsdf_ward_params[] = {
+ CLOSURE_VECTOR_PARAM(WardClosure, m_N),
+ CLOSURE_VECTOR_PARAM(WardClosure, m_T),
+ CLOSURE_FLOAT_PARAM (WardClosure, m_ax),
+ CLOSURE_FLOAT_PARAM (WardClosure, m_ay),
+ CLOSURE_STRING_KEYPARAM("label"),
+ CLOSURE_FINISH_PARAM(WardClosure) };
+
+CLOSURE_PREPARE(bsdf_ward_prepare, WardClosure)
+
+CCL_NAMESPACE_END
+