Blender V2.61 - r43446
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00001 /* 00002 * Adapted from Open Shading Language with this license: 00003 * 00004 * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. 00005 * All Rights Reserved. 00006 * 00007 * Modifications Copyright 2011, Blender Foundation. 00008 * 00009 * Redistribution and use in source and binary forms, with or without 00010 * modification, are permitted provided that the following conditions are 00011 * met: 00012 * * Redistributions of source code must retain the above copyright 00013 * notice, this list of conditions and the following disclaimer. 00014 * * Redistributions in binary form must reproduce the above copyright 00015 * notice, this list of conditions and the following disclaimer in the 00016 * documentation and/or other materials provided with the distribution. 00017 * * Neither the name of Sony Pictures Imageworks nor the names of its 00018 * contributors may be used to endorse or promote products derived from 00019 * this software without specific prior written permission. 00020 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 00021 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 00022 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 00023 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 00024 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 00025 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 00026 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 00027 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 00028 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 00029 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 00030 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 00031 */ 00032 00033 #ifndef __BSDF_DIFFUSE_H__ 00034 #define __BSDF_DIFFUSE_H__ 00035 00036 CCL_NAMESPACE_BEGIN 00037 00038 /* DIFFUSE */ 00039 00040 typedef struct BsdfDiffuseClosure { 00041 //float3 m_N; 00042 } BsdfDiffuseClosure; 00043 00044 __device void bsdf_diffuse_setup(ShaderData *sd, ShaderClosure *sc) 00045 { 00046 sc->type = CLOSURE_BSDF_DIFFUSE_ID; 00047 sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL; 00048 } 00049 00050 __device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness) 00051 { 00052 } 00053 00054 __device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00055 { 00056 float3 m_N = sd->N; 00057 00058 float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F; 00059 *pdf = cos_pi; 00060 return make_float3(cos_pi, cos_pi, cos_pi); 00061 } 00062 00063 __device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00064 { 00065 return make_float3(0.0f, 0.0f, 0.0f); 00066 } 00067 00068 __device float bsdf_diffuse_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) 00069 { 00070 return 1.0f; 00071 } 00072 00073 __device int bsdf_diffuse_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) 00074 { 00075 float3 m_N = sd->N; 00076 00077 // distribution over the hemisphere 00078 sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf); 00079 00080 if(dot(sd->Ng, *omega_in) > 0.0f) { 00081 *eval = make_float3(*pdf, *pdf, *pdf); 00082 #ifdef __RAY_DIFFERENTIALS__ 00083 // TODO: find a better approximation for the diffuse bounce 00084 *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx; 00085 *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; 00086 *domega_in_dx *= 125.0f; 00087 *domega_in_dy *= 125.0f; 00088 #endif 00089 } 00090 else 00091 *pdf = 0.0f; 00092 00093 return LABEL_REFLECT|LABEL_DIFFUSE; 00094 } 00095 00096 /* TRANSLUCENT */ 00097 00098 typedef struct BsdfTranslucentClosure { 00099 //float3 m_N; 00100 } BsdfTranslucentClosure; 00101 00102 __device void bsdf_translucent_setup(ShaderData *sd, ShaderClosure *sc) 00103 { 00104 sc->type = CLOSURE_BSDF_TRANSLUCENT_ID; 00105 sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL; 00106 } 00107 00108 __device void bsdf_translucent_blur(ShaderClosure *sc, float roughness) 00109 { 00110 } 00111 00112 __device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00113 { 00114 return make_float3(0.0f, 0.0f, 0.0f); 00115 } 00116 00117 __device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) 00118 { 00119 float3 m_N = sd->N; 00120 00121 float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F; 00122 *pdf = cos_pi; 00123 return make_float3 (cos_pi, cos_pi, cos_pi); 00124 } 00125 00126 __device float bsdf_translucent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I) 00127 { 00128 return 1.0f; 00129 } 00130 00131 __device int bsdf_translucent_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) 00132 { 00133 float3 m_N = sd->N; 00134 00135 // we are viewing the surface from the right side - send a ray out with cosine 00136 // distribution over the hemisphere 00137 sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf); 00138 if(dot(sd->Ng, *omega_in) < 0) { 00139 *eval = make_float3(*pdf, *pdf, *pdf); 00140 #ifdef __RAY_DIFFERENTIALS__ 00141 // TODO: find a better approximation for the diffuse bounce 00142 *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx; 00143 *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy; 00144 *domega_in_dx *= -125.0f; 00145 *domega_in_dy *= -125.0f; 00146 #endif 00147 } else 00148 *pdf = 0; 00149 00150 return LABEL_TRANSMIT|LABEL_DIFFUSE; 00151 } 00152 00153 CCL_NAMESPACE_END 00154 00155 #endif /* __BSDF_DIFFUSE_H__ */ 00156