/* SPDX-License-Identifier: BSD-3-Clause * * Adapted from Open Shading Language * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011-2022 Blender Foundation. */ #pragma once #include "kernel/sample/mapping.h" CCL_NAMESPACE_BEGIN typedef struct DiffuseBsdf { SHADER_CLOSURE_BASE; } DiffuseBsdf; static_assert(sizeof(ShaderClosure) >= sizeof(DiffuseBsdf), "DiffuseBsdf is too large!"); /* DIFFUSE */ ccl_device int bsdf_diffuse_setup(ccl_private DiffuseBsdf *bsdf) { bsdf->type = CLOSURE_BSDF_DIFFUSE_ID; return SD_BSDF | SD_BSDF_HAS_EVAL; } ccl_device Spectrum bsdf_diffuse_eval(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf) { ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc; float3 N = bsdf->N; float cos_pi = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F; *pdf = cos_pi; return make_spectrum(cos_pi); } ccl_device int bsdf_diffuse_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, float randu, float randv, ccl_private Spectrum *eval, ccl_private float3 *omega_in, ccl_private float *pdf) { ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc; float3 N = bsdf->N; // distribution over the hemisphere sample_cos_hemisphere(N, randu, randv, omega_in, pdf); if (dot(Ng, *omega_in) > 0.0f) { *eval = make_spectrum(*pdf); } else { *pdf = 0.0f; *eval = zero_spectrum(); } return LABEL_REFLECT | LABEL_DIFFUSE; } /* TRANSLUCENT */ ccl_device int bsdf_translucent_setup(ccl_private DiffuseBsdf *bsdf) { bsdf->type = CLOSURE_BSDF_TRANSLUCENT_ID; return SD_BSDF | SD_BSDF_HAS_EVAL; } ccl_device Spectrum bsdf_translucent_eval(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf) { ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc; float3 N = bsdf->N; float cos_pi = fmaxf(-dot(N, omega_in), 0.0f) * M_1_PI_F; *pdf = cos_pi; return make_spectrum(cos_pi); } ccl_device int bsdf_translucent_sample(ccl_private const ShaderClosure *sc, float3 Ng, float3 I, float randu, float randv, ccl_private Spectrum *eval, ccl_private float3 *omega_in, ccl_private float *pdf) { ccl_private const DiffuseBsdf *bsdf = (ccl_private const DiffuseBsdf *)sc; float3 N = bsdf->N; // we are viewing the surface from the right side - send a ray out with cosine // distribution over the hemisphere sample_cos_hemisphere(-N, randu, randv, omega_in, pdf); if (dot(Ng, *omega_in) < 0) { *eval = make_spectrum(*pdf); } else { *pdf = 0; *eval = zero_spectrum(); } return LABEL_TRANSMIT | LABEL_DIFFUSE; } CCL_NAMESPACE_END