From 99b325cebf41054f046d98a7dcf9aea74e165f56 Mon Sep 17 00:00:00 2001 From: Thomas Dinges Date: Thu, 23 May 2013 17:45:20 +0000 Subject: Cycles / Toon BSDF: * Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579 --- intern/cycles/kernel/closure/bsdf.h | 27 +++++++++++++++++++++++++++ intern/cycles/kernel/closure/bsdf_toon.h | 14 +++++++------- 2 files changed, 34 insertions(+), 7 deletions(-) (limited to 'intern/cycles/kernel/closure') diff --git a/intern/cycles/kernel/closure/bsdf.h b/intern/cycles/kernel/closure/bsdf.h index 6403606c2df..b2884953a22 100644 --- a/intern/cycles/kernel/closure/bsdf.h +++ b/intern/cycles/kernel/closure/bsdf.h @@ -29,6 +29,7 @@ #include "../closure/bsdf_ward.h" #endif #include "../closure/bsdf_westin.h" +#include "../closure/bsdf_toon.h" #include "../closure/bssrdf.h" CCL_NAMESPACE_BEGIN @@ -96,6 +97,14 @@ __device int bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const ShaderCl label = bsdf_ashikhmin_velvet_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf); break; + case CLOSURE_BSDF_DIFFUSE_TOON_ID: + label = bsdf_diffuse_toon_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv, + eval, omega_in, &domega_in->dx, &domega_in->dy, pdf); + break; + case CLOSURE_BSDF_GLOSSY_TOON_ID: + label = bsdf_glossy_toon_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv, + eval, omega_in, &domega_in->dx, &domega_in->dy, pdf); + break; case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID: label = bsdf_westin_backscatter_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf); @@ -165,6 +174,12 @@ __device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderC case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: eval = bsdf_ashikhmin_velvet_eval_reflect(sc, sd->I, omega_in, pdf); break; + case CLOSURE_BSDF_DIFFUSE_TOON_ID: + eval = bsdf_diffuse_toon_eval_reflect(sc, sd->I, omega_in, pdf); + break; + case CLOSURE_BSDF_GLOSSY_TOON_ID: + eval = bsdf_glossy_toon_eval_reflect(sc, sd->I, omega_in, pdf); + break; case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID: eval = bsdf_westin_backscatter_eval_reflect(sc, sd->I, omega_in, pdf); break; @@ -214,6 +229,12 @@ __device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderC case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: eval = bsdf_ashikhmin_velvet_eval_transmit(sc, sd->I, omega_in, pdf); break; + case CLOSURE_BSDF_DIFFUSE_TOON_ID: + eval = bsdf_diffuse_toon_eval_transmit(sc, sd->I, omega_in, pdf); + break; + case CLOSURE_BSDF_GLOSSY_TOON_ID: + eval = bsdf_glossy_toon_eval_transmit(sc, sd->I, omega_in, pdf); + break; case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID: eval = bsdf_westin_backscatter_eval_transmit(sc, sd->I, omega_in, pdf); break; @@ -281,6 +302,12 @@ __device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness) case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: bsdf_ashikhmin_velvet_blur(sc, roughness); break; + case CLOSURE_BSDF_DIFFUSE_TOON_ID: + bsdf_diffuse_toon_blur(sc, roughness); + break; + case CLOSURE_BSDF_GLOSSY_TOON_ID: + bsdf_glossy_toon_blur(sc, roughness); + break; case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID: bsdf_westin_backscatter_blur(sc, roughness); break; diff --git a/intern/cycles/kernel/closure/bsdf_toon.h b/intern/cycles/kernel/closure/bsdf_toon.h index 40001bf7531..e69981dba77 100644 --- a/intern/cycles/kernel/closure/bsdf_toon.h +++ b/intern/cycles/kernel/closure/bsdf_toon.h @@ -119,22 +119,22 @@ __device int bsdf_diffuse_toon_sample(const ShaderClosure *sc, float3 Ng, float3 } -/* SPECULAR TOON */ +/* GLOSSY TOON */ -__device int bsdf_specular_toon_setup(ShaderClosure *sc) +__device int bsdf_glossy_toon_setup(ShaderClosure *sc) { - sc->type = CLOSURE_BSDF_SPECULAR_TOON_ID; + sc->type = CLOSURE_BSDF_GLOSSY_TOON_ID; sc->data0 = clamp(sc->data0, 0.0f, 1.0f); sc->data1 = clamp(sc->data1, 0.0f, 1.0f); return SD_BSDF|SD_BSDF_HAS_EVAL; } -__device void bsdf_specular_toon_blur(ShaderClosure *sc, float roughness) +__device void bsdf_glossy_toon_blur(ShaderClosure *sc, float roughness) { } -__device float3 bsdf_specular_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +__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; @@ -158,12 +158,12 @@ __device float3 bsdf_specular_toon_eval_reflect(const ShaderClosure *sc, const f return make_float3(0.0f, 0.0f, 0.0f); } -__device float3 bsdf_specular_toon_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) +__device float3 bsdf_glossy_toon_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_specular_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) +__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; -- cgit v1.2.3