/* * Adapted from Open Shading Language with this license: * * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. * All Rights Reserved. * * Modifications Copyright 2011, 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_TOON_H__ #define __BSDF_TOON_H__ CCL_NAMESPACE_BEGIN /* DIFFUSE TOON */ ccl_device int bsdf_diffuse_toon_setup(ShaderClosure *sc) { sc->type = CLOSURE_BSDF_DIFFUSE_TOON_ID; sc->data0 = saturate(sc->data0); sc->data1 = saturate(sc->data1); return SD_BSDF|SD_BSDF_HAS_EVAL; } ccl_device float3 bsdf_toon_get_intensity(float max_angle, float smooth, float angle) { float is; if(angle < max_angle) is = 1.0f; else if(angle < (max_angle + smooth) && smooth != 0.0f) is = (1.0f - (angle - max_angle)/smooth); else is = 0.0f; return make_float3(is, is, is); } ccl_device float bsdf_toon_get_sample_angle(float max_angle, float smooth) { return fminf(max_angle + smooth, M_PI_2_F); } ccl_device float3 bsdf_diffuse_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { float max_angle = sc->data0*M_PI_2_F; float smooth = sc->data1*M_PI_2_F; float angle = safe_acosf(fmaxf(dot(sc->N, omega_in), 0.0f)); float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle); if(eval.x > 0.0f) { float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth); *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle)); return *pdf * eval; } return make_float3(0.0f, 0.0f, 0.0f); } ccl_device float3 bsdf_diffuse_toon_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_diffuse_toon_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) { float max_angle = sc->data0*M_PI_2_F; float smooth = sc->data1*M_PI_2_F; float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth); float angle = sample_angle*randu; if(sample_angle > 0.0f) { sample_uniform_cone(sc->N, sample_angle, randu, randv, omega_in, pdf); if(dot(Ng, *omega_in) > 0.0f) { *eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle); #ifdef __RAY_DIFFERENTIALS__ // TODO: find a better approximation for the bounce *domega_in_dx = (2.0f * dot(sc->N, dIdx)) * sc->N - dIdx; *domega_in_dy = (2.0f * dot(sc->N, dIdy)) * sc->N - dIdy; #endif } else *pdf = 0.0f; } return LABEL_REFLECT | LABEL_DIFFUSE; } /* GLOSSY TOON */ ccl_device int bsdf_glossy_toon_setup(ShaderClosure *sc) { sc->type = CLOSURE_BSDF_GLOSSY_TOON_ID; sc->data0 = saturate(sc->data0); sc->data1 = saturate(sc->data1); return SD_BSDF|SD_BSDF_HAS_EVAL; } ccl_device float3 bsdf_glossy_toon_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { float max_angle = sc->data0*M_PI_2_F; float smooth = sc->data1*M_PI_2_F; 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); float angle = safe_acosf(fmaxf(cosRI, 0.0f)); float3 eval = bsdf_toon_get_intensity(max_angle, smooth, angle); float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth); *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(sample_angle)); return *pdf * eval; } return make_float3(0.0f, 0.0f, 0.0f); } ccl_device float3 bsdf_glossy_toon_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_glossy_toon_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) { float max_angle = sc->data0*M_PI_2_F; float smooth = sc->data1*M_PI_2_F; float cosNO = dot(sc->N, I); if(cosNO > 0) { /* reflect the view vector */ float3 R = (2 * cosNO) * sc->N - I; float sample_angle = bsdf_toon_get_sample_angle(max_angle, smooth); float angle = sample_angle*randu; sample_uniform_cone(R, sample_angle, randu, randv, omega_in, pdf); if(dot(Ng, *omega_in) > 0.0f) { float cosNI = dot(sc->N, *omega_in); /* make sure the direction we chose is still in the right hemisphere */ if(cosNI > 0) { *eval = *pdf * bsdf_toon_get_intensity(max_angle, smooth, angle); #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 } else *pdf = 0.0f; } else *pdf = 0.0f; } return LABEL_GLOSSY | LABEL_REFLECT; } CCL_NAMESPACE_END #endif /* __BSDF_TOON_H__ */