/* * Copyright 2011-2017 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_PRINCIPLED_SHEEN_H__ #define __BSDF_PRINCIPLED_SHEEN_H__ /* DISNEY PRINCIPLED SHEEN BRDF * * Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012) */ CCL_NAMESPACE_BEGIN typedef ccl_addr_space struct PrincipledSheenBsdf { SHADER_CLOSURE_BASE; float avg_value; } PrincipledSheenBsdf; static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledSheenBsdf), "PrincipledSheenBsdf is too large!"); ccl_device_inline float calculate_avg_principled_sheen_brdf(float3 N, float3 I) { /* To compute the average, we set the half-vector to the normal, resulting in * NdotI = NdotL = NdotV = LdotH */ float NdotI = dot(N, I); if (NdotI < 0.0f) { return 0.0f; } return schlick_fresnel(NdotI) * NdotI; } ccl_device float3 calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, float *pdf) { float NdotL = dot(N, L); float NdotV = dot(N, V); if (NdotL < 0 || NdotV < 0) { *pdf = 0.0f; return make_float3(0.0f, 0.0f, 0.0f); } float LdotH = dot(L, H); float value = schlick_fresnel(LdotH) * NdotL; return make_float3(value, value, value); } ccl_device int bsdf_principled_sheen_setup(const ShaderData *sd, PrincipledSheenBsdf *bsdf) { bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID; bsdf->avg_value = calculate_avg_principled_sheen_brdf(bsdf->N, sd->I); bsdf->sample_weight *= bsdf->avg_value; return SD_BSDF | SD_BSDF_HAS_EVAL; } ccl_device float3 bsdf_principled_sheen_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { const PrincipledSheenBsdf *bsdf = (const PrincipledSheenBsdf *)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_principled_sheen_brdf(N, V, L, H, pdf); } else { *pdf = 0.0f; return make_float3(0.0f, 0.0f, 0.0f); } } ccl_device float3 bsdf_principled_sheen_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_principled_sheen_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 PrincipledSheenBsdf *bsdf = (const PrincipledSheenBsdf *)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_principled_sheen_brdf(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_PRINCIPLED_SHEEN_H__ */