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/*
 * Copyright 2011-2017 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef __BSDF_PRINCIPLED_SHEEN_H__
#define __BSDF_PRINCIPLED_SHEEN_H__

/* DISNEY PRINCIPLED SHEEN BRDF
 *
 * Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012)
 */

CCL_NAMESPACE_BEGIN

typedef ccl_addr_space struct PrincipledSheenBsdf {
  SHADER_CLOSURE_BASE;
} PrincipledSheenBsdf;

ccl_device float3 calculate_principled_sheen_brdf(
    const PrincipledSheenBsdf *bsdf, float3 N, float3 V, float3 L, float3 H, float *pdf)
{
  float NdotL = dot(N, L);
  float NdotV = dot(N, V);

  if (NdotL < 0 || NdotV < 0) {
    *pdf = 0.0f;
    return make_float3(0.0f, 0.0f, 0.0f);
  }

  float LdotH = dot(L, H);

  float value = schlick_fresnel(LdotH) * NdotL;

  return make_float3(value, value, value);
}

ccl_device int bsdf_principled_sheen_setup(PrincipledSheenBsdf *bsdf)
{
  bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID;
  return SD_BSDF | SD_BSDF_HAS_EVAL;
}

ccl_device float3 bsdf_principled_sheen_eval_reflect(const ShaderClosure *sc,
                                                     const float3 I,
                                                     const float3 omega_in,
                                                     float *pdf)
{
  const PrincipledSheenBsdf *bsdf = (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(bsdf, N, V, L, H, pdf);
  }
  else {
    *pdf = 0.0f;
    return make_float3(0.0f, 0.0f, 0.0f);
  }
}

ccl_device float3 bsdf_principled_sheen_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_principled_sheen_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)
{
  const PrincipledSheenBsdf *bsdf = (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(bsdf, N, I, *omega_in, H, pdf);

#ifdef __RAY_DIFFERENTIALS__
    // TODO: find a better approximation for the diffuse bounce
    *domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
    *domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
#endif
  }
  else {
    *pdf = 0.0f;
  }
  return LABEL_REFLECT | LABEL_DIFFUSE;
}

CCL_NAMESPACE_END

#endif /* __BSDF_PRINCIPLED_SHEEN_H__ */