diff options
Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_diffuse.h')
-rw-r--r-- | intern/cycles/kernel/svm/bsdf_diffuse.h | 166 |
1 files changed, 166 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/bsdf_diffuse.h b/intern/cycles/kernel/svm/bsdf_diffuse.h new file mode 100644 index 00000000000..c505de036aa --- /dev/null +++ b/intern/cycles/kernel/svm/bsdf_diffuse.h @@ -0,0 +1,166 @@ +/* + * 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 */ + +typedef struct BsdfDiffuseClosure { + //float3 m_N; +} BsdfDiffuseClosure; + +__device void bsdf_diffuse_setup(ShaderData *sd, float3 N) +{ + //BsdfDiffuseClosure *self = (BsdfDiffuseClosure*)sd->svm_closure_data; + //self->m_N = N; + + sd->svm_closure = CLOSURE_BSDF_DIFFUSE_ID; + sd->flag |= SD_BSDF_HAS_EVAL; +} + +__device void bsdf_diffuse_blur(ShaderData *sd, float roughness) +{ +} + +__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) +{ + //const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data; + float3 m_N = sd->N; + + float cos_pi = fmaxf(dot(m_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 ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) +{ + return make_float3(0.0f, 0.0f, 0.0f); +} + +__device float bsdf_diffuse_albedo(const ShaderData *sd, const float3 I) +{ + return 1.0f; +} + +__device int bsdf_diffuse_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +{ + //const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data; + float3 m_N = sd->N; + + // distribution over the hemisphere + sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf); + + if(dot(sd->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(m_N, sd->dI.dx)) * m_N - sd->dI.dx; + *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; + *domega_in_dx *= 125; + *domega_in_dy *= 125; +#endif + } + else + *pdf = 0.0f; + + return LABEL_REFLECT|LABEL_DIFFUSE; +} + +/* TRANSLUCENT */ + +typedef struct BsdfTranslucentClosure { + //float3 m_N; +} BsdfTranslucentClosure; + +__device void bsdf_translucent_setup(ShaderData *sd, float3 N) +{ + //BsdfTranslucentClosure *self = (BsdfTranslucentClosure*)sd->svm_closure_data; + //self->m_N = N; + + sd->svm_closure = CLOSURE_BSDF_TRANSLUCENT_ID; + sd->flag |= SD_BSDF_HAS_EVAL; +} + +__device void bsdf_translucent_blur(ShaderData *sd, float roughness) +{ +} + +__device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, 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 ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) +{ + //const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data; + float3 m_N = sd->N; + + float cos_pi = fmaxf(-dot(m_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 ShaderData *sd, const float3 I) +{ + return 1.0f; +} + +__device int bsdf_translucent_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) +{ + //const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data; + float3 m_N = sd->N; + + // we are viewing the surface from the right side - send a ray out with cosine + // distribution over the hemisphere + sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf); + if(dot(sd->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(m_N, sd->dI.dx)) * m_N - sd->dI.dx; + *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; + *domega_in_dx *= -125; + *domega_in_dy *= -125; +#endif + } else + *pdf = 0; + + return LABEL_TRANSMIT|LABEL_DIFFUSE; +} + +CCL_NAMESPACE_END + +#endif /* __BSDF_DIFFUSE_H__ */ + |