/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once /* DISNEY PRINCIPLED SHEEN BRDF * * Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012) */ #include "kernel/closure/bsdf_util.h" CCL_NAMESPACE_BEGIN typedef 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 Spectrum calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, ccl_private float *pdf) { float NdotL = dot(N, L); float NdotV = dot(N, V); if (NdotL < 0 || NdotV < 0) { *pdf = 0.0f; return zero_spectrum(); } float LdotH = dot(L, H); float value = schlick_fresnel(LdotH) * NdotL; return make_spectrum(value); } ccl_device int bsdf_principled_sheen_setup(ccl_private const ShaderData *sd, ccl_private 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 Spectrum bsdf_principled_sheen_eval_reflect(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf) { ccl_private const PrincipledSheenBsdf *bsdf = (ccl_private 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 zero_spectrum(); } } ccl_device Spectrum bsdf_principled_sheen_eval_transmit(ccl_private const ShaderClosure *sc, const float3 I, const float3 omega_in, ccl_private float *pdf) { *pdf = 0.0f; return zero_spectrum(); } ccl_device int bsdf_principled_sheen_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 PrincipledSheenBsdf *bsdf = (ccl_private 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); } else { *eval = zero_spectrum(); *pdf = 0.0f; } return LABEL_REFLECT | LABEL_DIFFUSE; } CCL_NAMESPACE_END