/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __BSDF_OREN_NAYAR_H__ #define __BSDF_OREN_NAYAR_H__ CCL_NAMESPACE_BEGIN typedef struct BsdfOrenNayarClosure { float m_a; float m_b; } BsdfOrenNayarClosure; __device float3 bsdf_oren_nayar_get_intensity(const ShaderClosure *sc, float3 n, float3 v, float3 l) { float nl = max(dot(n, l), 0.0f); float nv = max(dot(n, v), 0.0f); float t = dot(l, v) - nl * nv; if (t > 0.0f) t /= max(nl, nv) + FLT_MIN; float is = nl * (sc->data0 + sc->data1 * t); return make_float3(is, is, is); } __device void bsdf_oren_nayar_setup(ShaderData *sd, ShaderClosure *sc, float sigma) { sc->type = CLOSURE_BSDF_OREN_NAYAR_ID; sd->flag |= SD_BSDF | SD_BSDF_HAS_EVAL; sigma = clamp(sigma, 0.0f, 1.0f); float div = 1.0f / (M_PI_F + ((3.0f * M_PI_F - 4.0f) / 6.0f) * sigma); sc->data0 = 1.0f * div; sc->data1 = sigma * div; } __device void bsdf_oren_nayar_blur(ShaderClosure *sc, float roughness) { } __device float3 bsdf_oren_nayar_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { if (dot(sd->N, omega_in) > 0.0f) { *pdf = 0.5f * M_1_PI_F; return bsdf_oren_nayar_get_intensity(sc, sd->N, I, omega_in); } else { *pdf = 0.0f; return make_float3(0.0f, 0.0f, 0.0f); } } __device float3 bsdf_oren_nayar_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) { return make_float3(0.0f, 0.0f, 0.0f); } __device float bsdf_oren_nayar_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) { return 1.0f; } __device int bsdf_oren_nayar_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) { sample_uniform_hemisphere(sd->N, randu, randv, omega_in, pdf); if (dot(sd->Ng, *omega_in) > 0.0f) { *eval = bsdf_oren_nayar_get_intensity(sc, sd->N, sd->I, *omega_in); #ifdef __RAY_DIFFERENTIALS__ // TODO: find a better approximation for the bounce *domega_in_dx = (2.0f * dot(sd->N, sd->dI.dx)) * sd->N - sd->dI.dx; *domega_in_dy = (2.0f * dot(sd->N, sd->dI.dy)) * sd->N - sd->dI.dy; *domega_in_dx *= 125.0f; *domega_in_dy *= 125.0f; #endif } else { *pdf = 0.0f; *eval = make_float3(0.0f, 0.0f, 0.0f); } return LABEL_REFLECT | LABEL_DIFFUSE; } CCL_NAMESPACE_END #endif /* __BSDF_OREN_NAYAR_H__ */