/* * Adapted from Open Shading Language with this license: * * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2012, 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_PHONG_RAMP_H__ #define __BSDF_PHONG_RAMP_H__ CCL_NAMESPACE_BEGIN ccl_device float3 bsdf_phong_ramp_get_color(const ShaderClosure *sc, const float3 colors[8], float pos) { int MAXCOLORS = 8; float npos = pos * (float)(MAXCOLORS - 1); int ipos = float_to_int(npos); if(ipos < 0) return colors[0]; if(ipos >= (MAXCOLORS - 1)) return colors[MAXCOLORS - 1]; float offset = npos - (float)ipos; return colors[ipos] * (1.0f - offset) + colors[ipos+1] * offset; } ccl_device int bsdf_phong_ramp_setup(ShaderClosure *sc) { sc->type = CLOSURE_BSDF_PHONG_RAMP_ID; sc->data0 = max(sc->data0, 0.0f); sc->data1 = 0.0f; return SD_BSDF|SD_BSDF_HAS_EVAL; } ccl_device void bsdf_phong_ramp_blur(ShaderClosure *sc, float roughness) { } ccl_device float3 bsdf_phong_ramp_eval_reflect(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf) { float m_exponent = sc->data0; float cosNI = dot(sc->N, omega_in); float cosNO = dot(sc->N, I); if(cosNI > 0 && cosNO > 0) { // reflect the view vector float3 R = (2 * cosNO) * sc->N - I; float cosRI = dot(R, omega_in); if(cosRI > 0) { float cosp = powf(cosRI, m_exponent); float common = 0.5f * M_1_PI_F * cosp; float out = cosNI * (m_exponent + 2) * common; *pdf = (m_exponent + 1) * common; return bsdf_phong_ramp_get_color(sc, colors, cosp) * out; } } return make_float3(0.0f, 0.0f, 0.0f); } ccl_device float3 bsdf_phong_ramp_eval_transmit(const ShaderClosure *sc, const float3 colors[8], const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } ccl_device int bsdf_phong_ramp_sample(const ShaderClosure *sc, const float3 colors[8], 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 cosNO = dot(sc->N, I); float m_exponent = sc->data0; if(cosNO > 0) { // reflect the view vector float3 R = (2 * cosNO) * sc->N - I; #ifdef __RAY_DIFFERENTIALS__ *domega_in_dx = (2 * dot(sc->N, dIdx)) * sc->N - dIdx; *domega_in_dy = (2 * dot(sc->N, dIdy)) * sc->N - dIdy; #endif float3 T, B; make_orthonormals (R, &T, &B); float phi = M_2PI_F * randu; float cosTheta = powf(randv, 1 / (m_exponent + 1)); float sinTheta2 = 1 - cosTheta * cosTheta; float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0; *omega_in = (cosf(phi) * sinTheta) * T + (sinf(phi) * sinTheta) * B + ( cosTheta) * R; if(dot(Ng, *omega_in) > 0.0f) { // common terms for pdf and eval float cosNI = dot(sc->N, *omega_in); // make sure the direction we chose is still in the right hemisphere if(cosNI > 0) { float cosp = powf(cosTheta, m_exponent); float common = 0.5f * M_1_PI_F * cosp; *pdf = (m_exponent + 1) * common; float out = cosNI * (m_exponent + 2) * common; *eval = bsdf_phong_ramp_get_color(sc, colors, cosp) * out; } } } return LABEL_REFLECT|LABEL_GLOSSY; } CCL_NAMESPACE_END #endif /* __BSDF_PHONG_RAMP_H__ */