/* * 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 ccl_device int bsdf_ashikhmin_velvet_setup(ShaderClosure *sc) { float sigma = fmaxf(sc->data0, 0.01f); sc->data0 = 1.0f/(sigma * sigma); /* m_invsigma2 */ sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID; return SD_BSDF|SD_BSDF_HAS_EVAL; } ccl_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(0.0f, 0.0f, 0.0f); 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(0.0f, 0.0f, 0.0f); } ccl_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); } ccl_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; #endif } else *pdf = 0.0f; } else *pdf = 0.0f; return LABEL_REFLECT|LABEL_DIFFUSE; } CCL_NAMESPACE_END #endif /* __BSDF_ASHIKHMIN_VELVET_H__ */