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Diffstat (limited to 'intern/cycles/kernel/svm/bsdf_ward.h')
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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.
+*/
+
+#ifndef __BSDF_WARD_H__
+#define __BSDF_WARD_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* WARD */
+
+typedef struct BsdfWardClosure {
+ //float3 m_N;
+ //float3 m_T;
+ float m_ax;
+ float m_ay;
+} BsdfWardClosure;
+
+__device void bsdf_ward_setup(ShaderData *sd, float3 N, float3 T, float ax, float ay)
+{
+ BsdfWardClosure *self = (BsdfWardClosure*)sd->svm_closure_data;
+
+ //self->m_N = N;
+ //self->m_T = T;
+ self->m_ax = clamp(ax, 1e-5f, 1.0f);
+ self->m_ay = clamp(ay, 1e-5f, 1.0f);
+
+ sd->svm_closure = CLOSURE_BSDF_WARD_ID;
+ sd->flag |= SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+}
+
+__device void bsdf_ward_blur(ShaderData *sd, float roughness)
+{
+ BsdfWardClosure *self = (BsdfWardClosure*)sd->svm_closure_data;
+
+ self->m_ax = fmaxf(roughness, self->m_ax);
+ self->m_ay = fmaxf(roughness, self->m_ay);
+}
+
+__device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
+{
+ const BsdfWardClosure *self = (const BsdfWardClosure*)sd->svm_closure_data;
+ float3 m_N = sd->N;
+ float3 m_T = normalize(sd->dPdu);
+
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_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(m_N, m_T, &X, &Y);
+ // eq. 4
+ float dotx = dot(H, X) / self->m_ax;
+ float doty = dot(H, Y) / self->m_ay;
+ float dotn = dot(H, m_N);
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = (4 * M_PI_F * self->m_ax * self->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 * self->m_ax * self->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 ShaderData *sd, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_ward_albedo(const ShaderData *sd, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_ward_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ const BsdfWardClosure *self = (const BsdfWardClosure*)sd->svm_closure_data;
+ float3 m_N = sd->N;
+ float3 m_T = normalize(sd->dPdu);
+
+ float cosNO = dot(m_N, sd->I);
+ if(cosNO > 0) {
+ // get x,y basis on the surface for anisotropy
+ float3 X, Y;
+ make_orthonormals_tangent(m_N, m_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 = self->m_ay / self->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) / (self->m_ax * self->m_ax) + (sinPhi * sinPhi) / (self->m_ay * self->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 / self->m_ax;
+ float doty = h.y / self->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 = dot(h, sd->I);
+ omega_in->x = 2 * oh * h.x - sd->I.x;
+ omega_in->y = 2 * oh * h.y - sd->I.y;
+ omega_in->z = 2 * oh * h.z - sd->I.z;
+ if(dot(sd->Ng, *omega_in) > 0) {
+ float cosNI = dot(m_N, *omega_in);
+ if(cosNI > 0) {
+ // eq. 9
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = 4 * M_PI_F * self->m_ax * self->m_ay * oh * dotn * dotn * dotn;
+ *pdf = expf(-exp_arg) / denom;
+ // compiler will reuse expressions already computed
+ denom = (4 * M_PI_F * self->m_ax * self->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(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;
+ // 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 LABEL_REFLECT|LABEL_GLOSSY;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_WARD_H__ */
+