/* * 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_WARD_H__ #define __BSDF_WARD_H__ CCL_NAMESPACE_BEGIN /* WARD */ __device int bsdf_ward_setup(ShaderClosure *sc) { sc->data0 = clamp(sc->data0, 1e-4f, 1.0f); /* m_ax */ sc->data1 = clamp(sc->data1, 1e-4f, 1.0f); /* m_ay */ sc->type = CLOSURE_BSDF_WARD_ID; return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY; } __device void bsdf_ward_blur(ShaderClosure *sc, float roughness) { sc->data0 = fmaxf(roughness, sc->data0); /* m_ax */ sc->data1 = fmaxf(roughness, sc->data1); /* m_ay */ } __device float3 bsdf_ward_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { float m_ax = sc->data0; float m_ay = sc->data1; float3 N = sc->N; float3 T = sc->T; float cosNO = dot(N, I); float cosNI = dot(N, omega_in); if(cosNI > 0.0f && cosNO > 0.0f) { cosNO = max(cosNO, 1e-4f); cosNI = max(cosNI, 1e-4f); // get half vector and get x,y basis on the surface for anisotropy float3 H = normalize(omega_in + I); // normalize needed for pdf float3 X, Y; make_orthonormals_tangent(N, T, &X, &Y); // eq. 4 float dotx = dot(H, X) / m_ax; float doty = dot(H, Y) / m_ay; float dotn = dot(H, N); float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn); float denom = (M_4PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI)); float exp_val = expf(-exp_arg); float out = cosNI * exp_val / denom; float oh = dot(H, I); denom = M_4PI_F * m_ax * m_ay * oh * dotn * dotn * dotn; *pdf = exp_val / denom; return make_float3 (out, out, out); } return make_float3 (0, 0, 0); } __device float3 bsdf_ward_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } __device int bsdf_ward_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 m_ax = sc->data0; float m_ay = sc->data1; float3 N = sc->N; float3 T = sc->T; float cosNO = dot(N, I); if(cosNO > 0.0f) { // get x,y basis on the surface for anisotropy float3 X, Y; make_orthonormals_tangent(N, T, &X, &Y); // generate random angles for the half vector // eq. 7 (taking care around discontinuities to keep //ttoutput angle in the right quadrant) // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) //tttt and sin(atan(x)) == x/sqrt(1+x^2) float alphaRatio = m_ay / m_ax; float cosPhi, sinPhi; if(randu < 0.25f) { float val = 4 * randu; float tanPhi = alphaRatio * tanf(M_PI_2_F * val); cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi); sinPhi = tanPhi * cosPhi; } else if(randu < 0.5f) { float val = 1 - 4 * (0.5f - randu); float tanPhi = alphaRatio * tanf(M_PI_2_F * val); // phi = M_PI_F - phi; cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi); sinPhi = -tanPhi * cosPhi; } else if(randu < 0.75f) { float val = 4 * (randu - 0.5f); float tanPhi = alphaRatio * tanf(M_PI_2_F * val); //phi = M_PI_F + phi; cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi); sinPhi = tanPhi * cosPhi; } else { float val = 1 - 4 * (1 - randu); float tanPhi = alphaRatio * tanf(M_PI_2_F * val); // phi = M_2PI_F - phi; cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi); sinPhi = -tanPhi * cosPhi; } // eq. 6 // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2) //tttt and sin(atan(x)) == x/sqrt(1+x^2) float thetaDenom = (cosPhi * cosPhi) / (m_ax * m_ax) + (sinPhi * sinPhi) / (m_ay * m_ay); float tanTheta2 = -logf(1 - randv) / thetaDenom; float cosTheta = 1 / sqrtf(1 + tanTheta2); float sinTheta = cosTheta * sqrtf(tanTheta2); float3 h; // already normalized becaused expressed from spherical coordinates h.x = sinTheta * cosPhi; h.y = sinTheta * sinPhi; h.z = cosTheta; // compute terms that are easier in local space float dotx = h.x / m_ax; float doty = h.y / m_ay; float dotn = h.z; // transform to world space h = h.x * X + h.y * Y + h.z * N; // generate the final sample float oh = dot(h, I); *omega_in = 2.0f * oh * h - I; if(dot(Ng, *omega_in) > 0) { float cosNI = dot(N, *omega_in); if(cosNI > 0) { cosNO = max(cosNO, 1e-4f); cosNI = max(cosNI, 1e-4f); // eq. 9 float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn); float denom = M_4PI_F * m_ax * m_ay * oh * dotn * dotn * dotn; *pdf = expf(-exp_arg) / denom; // compiler will reuse expressions already computed denom = (M_4PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI)); float power = cosNI * expf(-exp_arg) / denom; *eval = make_float3(power, power, power); #ifdef __RAY_DIFFERENTIALS__ *domega_in_dx = (2 * dot(N, dIdx)) * N - dIdx; *domega_in_dy = (2 * dot(N, dIdy)) * N - dIdy; #endif } } } return LABEL_REFLECT|LABEL_GLOSSY; } CCL_NAMESPACE_END #endif /* __BSDF_WARD_H__ */