/* * Copyright 2011-2014 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __BSDF_DISNEY_DIFFUSE_H__ #define __BSDF_DISNEY_DIFFUSE_H__ /* DISNEY DIFFUSE BRDF * * Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012) */ CCL_NAMESPACE_BEGIN typedef ccl_addr_space struct DisneyDiffuseBsdf { SHADER_CLOSURE_BASE; float roughness; float3 N; } DisneyDiffuseBsdf; ccl_device float3 calculate_disney_diffuse_brdf(const DisneyDiffuseBsdf *bsdf, float3 N, float3 V, float3 L, float3 H, float *pdf) { float NdotL = max(dot(N, L), 0.0f); float NdotV = max(dot(N, V), 0.0f); if(NdotL < 0 || NdotV < 0) { *pdf = 0.0f; return make_float3(0.0f, 0.0f, 0.0f); } float LdotH = dot(L, H); float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV); const float Fd90 = 0.5f + 2.0f * LdotH*LdotH * bsdf->roughness; float Fd = (1.0f * (1.0f - FL) + Fd90 * FL) * (1.0f * (1.0f - FV) + Fd90 * FV); float value = M_1_PI_F * NdotL * Fd; return make_float3(value, value, value); } ccl_device int bsdf_disney_diffuse_setup(DisneyDiffuseBsdf *bsdf) { bsdf->type = CLOSURE_BSDF_DISNEY_DIFFUSE_ID; return SD_BSDF|SD_BSDF_HAS_EVAL; } ccl_device float3 bsdf_disney_diffuse_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { const DisneyDiffuseBsdf *bsdf = (const DisneyDiffuseBsdf *)sc; float3 N = bsdf->N; float3 V = I; // outgoing float3 L = omega_in; // incoming float3 H = normalize(L + V); if(dot(N, omega_in) > 0.0f) { *pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F; return calculate_disney_diffuse_brdf(bsdf, N, V, L, H, pdf); } else { *pdf = 0.0f; return make_float3(0.0f, 0.0f, 0.0f); } } ccl_device float3 bsdf_disney_diffuse_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_disney_diffuse_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) { const DisneyDiffuseBsdf *bsdf = (const DisneyDiffuseBsdf *)sc; float3 N = bsdf->N; sample_cos_hemisphere(N, randu, randv, omega_in, pdf); if(dot(Ng, *omega_in) > 0) { float3 H = normalize(I + *omega_in); *eval = calculate_disney_diffuse_brdf(bsdf, N, I, *omega_in, H, pdf); #ifdef __RAY_DIFFERENTIALS__ // TODO: find a better approximation for the diffuse bounce *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx); *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy); #endif } else { *pdf = 0.0f; } return LABEL_REFLECT|LABEL_DIFFUSE; } CCL_NAMESPACE_END #endif /* __BSDF_DISNEY_DIFFUSE_H__ */