/* * 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_DIFFUSE_H__ #define __BSDF_DIFFUSE_H__ CCL_NAMESPACE_BEGIN /* DIFFUSE */ typedef struct BsdfDiffuseClosure { //float3 m_N; } BsdfDiffuseClosure; __device void bsdf_diffuse_setup(ShaderData *sd, float3 N) { //BsdfDiffuseClosure *self = (BsdfDiffuseClosure*)sd->svm_closure_data; //self->m_N = N; sd->svm_closure = CLOSURE_BSDF_DIFFUSE_ID; sd->flag |= SD_BSDF_HAS_EVAL; } __device void bsdf_diffuse_blur(ShaderData *sd, float roughness) { } __device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) { //const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data; float3 m_N = sd->N; float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F; *pdf = cos_pi; return make_float3(cos_pi, cos_pi, cos_pi); } __device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } __device float bsdf_diffuse_albedo(const ShaderData *sd, const float3 I) { return 1.0f; } __device int bsdf_diffuse_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { //const BsdfDiffuseClosure *self = (const BsdfDiffuseClosure*)sd->svm_closure_data; float3 m_N = sd->N; // distribution over the hemisphere sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf); if(dot(sd->Ng, *omega_in) > 0.0f) { *eval = make_float3(*pdf, *pdf, *pdf); #ifdef __RAY_DIFFERENTIALS__ // TODO: find a better approximation for the diffuse bounce *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx; *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; *domega_in_dx *= 125; *domega_in_dy *= 125; #endif } else *pdf = 0.0f; return LABEL_REFLECT|LABEL_DIFFUSE; } /* TRANSLUCENT */ typedef struct BsdfTranslucentClosure { //float3 m_N; } BsdfTranslucentClosure; __device void bsdf_translucent_setup(ShaderData *sd, float3 N) { //BsdfTranslucentClosure *self = (BsdfTranslucentClosure*)sd->svm_closure_data; //self->m_N = N; sd->svm_closure = CLOSURE_BSDF_TRANSLUCENT_ID; sd->flag |= SD_BSDF_HAS_EVAL; } __device void bsdf_translucent_blur(ShaderData *sd, float roughness) { } __device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } __device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const float3 I, const float3 omega_in, float *pdf) { //const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data; float3 m_N = sd->N; float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F; *pdf = cos_pi; return make_float3 (cos_pi, cos_pi, cos_pi); } __device float bsdf_translucent_albedo(const ShaderData *sd, const float3 I) { return 1.0f; } __device int bsdf_translucent_sample(const ShaderData *sd, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { //const BsdfTranslucentClosure *self = (const BsdfTranslucentClosure*)sd->svm_closure_data; float3 m_N = sd->N; // we are viewing the surface from the right side - send a ray out with cosine // distribution over the hemisphere sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf); if(dot(sd->Ng, *omega_in) < 0) { *eval = make_float3(*pdf, *pdf, *pdf); #ifdef __RAY_DIFFERENTIALS__ // TODO: find a better approximation for the diffuse bounce *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx; *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; *domega_in_dx *= -125; *domega_in_dy *= -125; #endif } else *pdf = 0; return LABEL_TRANSMIT|LABEL_DIFFUSE; } CCL_NAMESPACE_END #endif /* __BSDF_DIFFUSE_H__ */